Title: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2005 July 26, 17:45:53 Updated with improved vampire support. Bed Nazi will no longer duel if two clocks are in a room.
(http://www.moreawesomethanyou.com/terror/green.gif) (http://www.moreawesomethanyou.com/zip.gif) sleepclock.zip (http://www.moreawesomethanyou.com/ffs/nl/hacks/sleepclock.zip) RTFM: FWS "Somniac" Programmable Sleep Clock v3.31 for TS2 1.0p1 - TS2PETS Made by: Flying Fish Systems (J. M. Pescado & Doctor Boris) Congratulations to: Draklixa! INSTALLATION: Place in your MYDOCU~1\EAGAME~1\THESIM~1\DOWNLO~1 directory. FEATURES: I. SET WAKE HOUR Sets the hour you want the setting sim to wake up. That sim will then wake up at that time if his energy bar is full, instead of at the utterly ridiculous, thoroughly boring, and very premature hour of 0600. Unless, of course, you specify an even more boring hour. Sim will not awaken even if his energy bar is full/you queue stuff until the appointed time, unless his energy bar is full 6 hours in advance of the time (as standard). Only affects the targetted Sim if he sleeps in the room with the clock in it. Can store settings for two sims at a time. Only affects residents. II. UNASSIGN Clears the assignment for a Sim so you can set a new setting for another Sim. Clock only holds settings for two Sims at a time, so if one Sim moves out or dies and you want to program for a new Sim, clear the absent Sim. III. AUTO BED CALL Clock will automatically compute the hour at which your Sim should go to go to sleep based on your desired waking hour, the class of bed you have set, and the energy level of your Sim. The order to go to sleep on a bed in the same room as the clock will be automatically pushed at that time. Setting this to "Max" will result in the instruction overriding currently queued user orders. IV. SET BED CLASS Sets the class of bed you are associating with the clock. Classes are as follows: E8-40: 40 NRG/hr: vampire Coffin! Even for non-vampires! E8-38: 38 NRG/hr: Includes: Medieval(dbl/UNI), Lux(dbl/GLS) E7-37: 37 NRG/hr: Includes Sleepwave 42(dbl/PETS) E6-36: 36 NRG/hr: Default: Includes Colonial Ironwood(dbl) and Soma(dbl) E6-35: 35 NRG/hr: Includes Funkensnooze(dbl) and Ajoque Beds(sing) E6-33: 33 NRG/hr: Includes Medieval(sing) E4-31: 31 NRG/hr: Includes Slimboy(sing) and Touch of Teak (dbl) E4-29: 29 NRG/hr: Includes Zenu Meditation (dbl) E3-28: 28 NRG/hr: Includes Courtly Sleeper(dbl) and Caress of Teak(sing) E3-27: 27 NRG/hr: Includes Protozoa(dbl) E3-26: 26 NRG/hr: Includes Protozoa(sing) E2-25: 25 NRG/hr: Includes Craftmeister(sing) and Cheapeaze(dbl) Selecting an incorrect bed type will result in the incorrect calculations. For best results, only one bed should be located in the vicinity of the the clock: The bed chosen will always be the bed closest to the Sim after arriving at the clock. V. BEDTIME WARNING Sends a notification dialog of impending calculated time if turned on. VI. BED NAZI Enables or disabled the Bed Nazi (NO BED FOR YOU!) for keeping other sims, especially visitors, dormies, autonomous sims, etc., from messing with the bed, causing the owner to find the bed is occupied by some moron. COMPATIBILITY: This hack is fully compatible with all Flying Fish Hacks. Tested for TS2NL v1.0p1 - TS2PETS. SIDE EFFECTS: May cause computer damage, incontinence, explosion of user's head, coma, death, and/or halitosis. CHANGELOG v3.3: Improved coffin/vampire/coffin-for-non-vampire support. v3.1: Bed Nazi duelling clocks resolved. v3.0: Implemented Vampire Support. v2.1: Stole Grand Trianon support code from Inge. v2.0: New symbologies! New shiny transparent bed assignment routines! Shiny! Title: Re: Programmable Sleep Clock v2.1 Post by: themaltesebippy on 2005 July 27, 22:18:19 I couldn't get this to set the class for the Colonial Ironwood (E6-36). The option just wasn't there.
Title: Re: Programmable Sleep Clock v2.1 Post by: J. M. Pescado on 2005 July 27, 22:20:46 The clock ships configured for E6-36 by default as a relic from TS2 (because why would you use anything else)?
I haven't yet changed the setting to default to E8-38 yet, so it still comes on E6-36 by default. Thus, if you're still using the old Colonial Ironwoods or Somas, it's already preset for them. Title: Re: Programmable Sleep Clock v2.1 Post by: themaltesebippy on 2005 July 27, 22:33:00 Excellent. I usually use the most expensive beds. Sometimes mid-range. This has really been helpful not having everyone get up at the same time. I mean really does a Mad Scientist need to get up at 6??
Title: Re: Programmable Sleep Clock v2.1 Post by: J. M. Pescado on 2005 July 27, 22:35:01 No, not really. In fact, since it'll generally take about 5-6 hours for recharge, Mad Scientists probably should have their wake hours set for about 7 or 8, given that they return home at 0200. Now you can use nice beds without them waking up at ridiculous times.
As a side benefit, it works rather well at resolving the entire elder matter also. Also as a side note, unless your sims are really bored or trying to avoid ASP bleed, sleep is for wusses. Macro Caffeination recharges faster than sleep in any bed. :P Title: Re: Programmable Sleep Clock v2.1 Post by: MsMaria on 2005 July 27, 23:23:41 I'll risk halitosis for this one. Thanks so much!
Title: Re: Programmable Sleep Clock v2.1 Post by: nothingbutsims on 2005 July 29, 09:34:21 I LOVE IT! Keeps your working sims on a regular sleep schedule and the school kids too. Let 'em drink all the fricken expresso they want now! :D
Title: Re: Programmable Sleep Clock v2.1 Post by: Oddysey on 2005 July 29, 21:28:01 ASP maintenance is basically the only thing I use beds for, unless I'm playing in "Classic" Mode. (Waffling around, doing whatever seems most interesting.) In "Power" mode, boredom just doesn't happen. That reminds me. I've got to work on that "Pescado Land" neighborhood. All the sims live in uber-functional only compounds that utilize APOs for maximum efficiency.
Title: Re: Programmable Sleep Clock v2.1 Post by: veilchen on 2005 July 29, 21:34:49 ASP maintenance is basically the only thing I use beds for, unless I'm playing in "Classic" Mode. (Waffling around, doing whatever seems most interesting.) In "Power" mode, boredom just doesn't happen. That reminds me. I've got to work on that "Pescado Land" neighborhood. All the sims live in uber-functional only compounds that utilize APOs for maximum efficiency. Are you using the bunkers that Reg made? Aside from that silly upside down view you have to use on anything 'basement' they are really quite playable. :D G. Title: Re: Programmable Sleep Clock v2.1 Post by: J. M. Pescado on 2005 July 29, 21:38:35 I've got to work on that "Pescado Land" neighborhood. All the sims live in uber-functional only compounds that utilize APOs for maximum efficiency. I've actually managed to cram my fairly ritualistic structures into rather "non-compound" looking houses, mostly because intruders in TS2 never enter through windows and walls don't have structural integrity points. If they did, my buildings would all go back to looking like fortresses in an instant. The internal structure is already pretty fortress-like and designed to maximize the effectiveness of locking doors and APO. :P I'd have go back to painting everything gray instead of some random color based on the color of the furniture I put there. So right now, I have things like "the blue room", "the red room", and I pretty much select a random color based on the color of the items I put there.Title: Re: Programmable Sleep Clock v3.0 Post by: themaltesebippy on 2006 January 05, 20:45:36 I have an issue on one lot. I get the bed clock icon and in all caps NO BED FOR YOU! The sims then goes and walks to the front of the house and stops. This sim has a bed assigned to him. He is in a house in the college town and the room has 2 myne doors with his and his girlfriend assigned to them.
Title: Re: Programmable Sleep Clock v3.0 Post by: BlueSoup on 2006 January 05, 21:07:42 No bed for you! is a feature of the Bed Nazi, which is new and is supposed to prevent Sims from wandering in the wrong bedroom to sleep. If they do, they are supposed to end up by the mailbox, so I guess that's right. However, I did think it was only supposed to be for dormies, although I may be wrong.
What about maybe trying to unclaim his door, and then re-claiming it? Pescado is away right now, so this is all I can suggest to try in the meantime, as he's not given a lot of information about the Bed Nazi. :-\ Title: Re: Programmable Sleep Clock v3.0 Post by: FatedCircle on 2006 January 05, 22:47:48 I have an issue on one lot. I get the bed clock icon and in all caps NO BED FOR YOU! The sims then goes and walks to the front of the house and stops. This sim has a bed assigned to him. He is in a house in the college town and the room has 2 myne doors with his and his girlfriend assigned to them. I've had this issue too, since the updated version. It happens in a normal, non-Uni lot, with single beds in the same room. If I have two single beds in the same room, both with sleep clocks programed to the appropriate person, they both get kicked out of bed every time I've tried to send them to bed. I've only tried on the one lot so far, and it's highly annoying. I would like my sim kids to be able to share a bedroom, but the sleep clock won't let them. It seems to do this, even if the clocks aren't programed, as well, I believe. At first I thought it was because they were too close together, but I moved them so they were four or five squares away from each other and it still kicked them out. This doesn't happen with double beds, only single beds. And only if there is more than one clock in the room does this happen. :-\ Title: Re: Programmable Sleep Clock v3.0 Post by: Carmelita on 2006 January 06, 02:36:17 Each sleep clock can handle two beds, so maybe they're interfering with each other. Maybe you should get rid of your extra clocks?
Title: Re: Programmable Sleep Clock v3.0 Post by: FatedCircle on 2006 January 06, 03:18:39 Okie, I'll try that, thanks Lita. :)
Edit~ That seems to have worked, for the most part. I apparently can't have more than two single beds in the same room, or rather, two sleep clocks in the same room (unless it is a double bed). This isn't a huge deal, but is a minor annoyance. It can be worked around, but I'd still like to be able to put more than two kids in the same large bedroom. :-\ Title: Re: Programmable Sleep Clock v3.0 Post by: J. M. Pescado on 2006 January 06, 17:51:34 It's not supposed to interfere with playable sims operating non-autonomously at all, but I'll take a look at it when I get back.
Having two clocks in a room would create a potential interference pattern, though: The clocks will repel anyone who is not best friend/crush/married/engaged/steady of at least one of the people logged in the clock. It shouldn't be repelling residents unless they're operating at autonomous priority, though, instead of user-directed. Title: Re: Programmable Sleep Clock v3.0 Post by: Inge on 2006 January 06, 18:12:30 So WTF are you posting from now? ???
Title: Re: Programmable Sleep Clock v3.0 Post by: FatedCircle on 2006 January 06, 18:21:36 Heehee, maybe my kids just don't want their icky brother to share a room with them. :D
I'll try making all the kids best friends and see what happens then. Thanks. Title: Re: Programmable Sleep Clock v3.0 Post by: J. M. Pescado on 2006 January 06, 18:45:08 So WTF are you posting from now? ??? Satelnet proxies.Title: Re: Programmable Sleep Clock v3.0 Post by: Inge on 2006 January 06, 19:08:43 You're not finding the noise of battle a distraction?
Title: Re: Programmable Sleep Clock v3.0 Post by: J. M. Pescado on 2006 January 07, 10:18:12 You're not finding the noise of battle a distraction? I'm not posting from the middle of a battle, genius. I'm posting between battles.Title: Re: Programmable Sleep Clock v3.0 Post by: Oddysey on 2006 January 08, 23:20:22 I thought you were retired, JM. A true warrior never retires, or did they make you an offer you couldn't refuse?
Title: Re: Programmable Sleep Clock v3.0 Post by: PlayLives on 2006 January 10, 05:31:49 do i have to replace all of the clocks I already have with this update?
Title: Re: Programmable Sleep Clock v3.0 Post by: BlueSoup on 2006 January 10, 05:33:03 No, you shouldn't have to.
Title: Re: Programmable Sleep Clock v3.0 Post by: PlayLives on 2006 January 10, 05:40:49 ok, thanks
Title: Re: Programmable Sleep Clock v3.0 Post by: HelloKit on 2006 January 11, 15:49:47 do i have to replace all of the clocks I already have with this update? No, but there is one glitch I've found with existing clocks. If you have any of the cheapest single beds (Craftmeister and Cheapeazze), these used to be classified as E3-25 and now they are E2-25. Since E3-25 no longer exists as a setting, these clocks will essentially have no bed class set, so they will calculate the bedtime wrong causing your Sim to sleep in at least an hour late. So long story short, any Sims with cheap beds will have to set the bed class again. Other than that though, it's been smooth sailing for me. Title: Re: Programmable Sleep Clock v3.0 Post by: J. M. Pescado on 2006 January 12, 00:24:25 The E# is cosmetic. If it's being incorrectly displayed, I can fix that, but it's the "25" part that is actually important, meaning 25 NRG/hr.
Title: Re: Programmable Sleep Clock v3.0 Post by: HelloKit on 2006 January 12, 20:09:47 The E# is cosmetic. If it's being incorrectly displayed, I can fix that, but it's the "25" part that is actually important, meaning 25 NRG/hr. That is what I had assumed, but every Sim I had with a cheap bed, after downloading the new sleepclock, had no bed class set and was being sent to bed too late until I set the bed class again. With all other beds, the clock retained the setting just fine. It really doesn't matter to me what the menu displays, so don't fix that on my account. But beds under this class are losing their setting when the clock is updated, so just wanted to make the others aware of that. I'm sure most don't use a lot of cheap beds, and it only has to be fixed once for each bed, so it's not really a big deal. Title: Re: Programmable Sleep Clock v3.1 (01/13/06) Post by: RainbowTigress on 2006 January 13, 20:27:48 It doesn't display the setting that your sim is currently using, so maybe that's why it's not showing up? For instance, if my sim is set to wake up at 8, then 8 will not show up on the list of hours. It will skip straight from 7 to 9.
I am having a problem with this new Bed Nazi code. If my sim invites a visiting sim to relax with them on the bed to woohoo or whatever, the Bed Nazi kicks them out and sends them to the mailbox. I couldn't understand why the sim kept leaving even after I had invited numerous times, until I took control of her with the Mind Control Mirror. That's when I saw the sleep clock icon in her queue with NO BED FOR YOU! in it. I had to turn moveobjects on and move the sleep clock to another room for her to be able to join him. I had to use moveobjects because the clock was in use at the time and I was just fed up with it by that time. Can you fix this please??? It's messing with my Romance Sims' lives! Title: Re: Programmable Sleep Clock v3.1 (01/13/06) Post by: HelloKit on 2006 January 13, 21:28:37 It doesn't display the setting that your sim is currently using, so maybe that's why it's not showing up? It is showing up. All of the classes show up, there isn't one set. Until I set it again. But again (and again and again) it's only a one-time thing after upgrading the clock, and only affects cheap beds, so it's not a big issue. I'll reiterate, my post wasn't a complaint, only a warning for the poster who was asking what they should know before upgrading. Really, I do know what I'm talking about. Title: Re: Programmable Sleep Clock v3.1 (01/13/06) Post by: RainbowTigress on 2006 January 13, 21:38:03 I didn't mean to imply that you didn't know what you were talking about, it was just a reminder just in case because sometimes we all forget to check little things like this sometimes. There are so many things to remember about this game. :)
Title: Re: Programmable Sleep Clock v3.1 (01/13/06) Post by: J. M. Pescado on 2006 January 14, 03:49:23 I am having a problem with this new Bed Nazi code. If my sim invites a visiting sim to relax with them on the bed to woohoo or whatever, the Bed Nazi kicks them out and sends them to the mailbox. I couldn't understand why the sim kept leaving even after I had invited numerous times, until I took control of her with the Mind Control Mirror. That's when I saw the sleep clock icon in her queue with NO BED FOR YOU! in it. I had to turn moveobjects on and move the sleep clock to another room for her to be able to join him. I had to use moveobjects because the clock was in use at the time and I was just fed up with it by that time. Can you fix this please??? It's messing with my Romance Sims' lives! This shouldn't happen. The Bed Nazi explicitly checks for whether the sim trying to relax is one of the best friends/lovers of the romance sim(I.E., is a valid woohoo candidate). The only reason you'd be kicked is if a visitor attempts to screw with someone's bed and is not affiliated with one of the owners of the bed in the room. I'll try the test again to see if it's malfunctioning, but it SHOULD work, unless you're trying to mess with the wrong person's bed.Title: Re: Programmable Sleep Clock v3.1 (01/13/06) Post by: RainbowTigress on 2006 January 14, 04:28:52 I will try it again. The romance sim wasn't the actual owner; he was just "borrowing" the double bed. He has his own double bed now, so I'll see if that fixes it.
Title: Re: Programmable Sleep Clock v3.1 (01/13/06) Post by: Vren Lyet on 2006 January 14, 23:44:24 I really love this clock, J.M. - being totally in control always gives me pleasure... ;)
But this new "Bed Nazi" feature is driving me crazy. Can you please, please, please, please make this function optional...please! I need your sleepclock to prevent my Sims from getting up at insane times and to get them into their own beds easily (I love your macros!). For me it's not necessary anyone else is hindered from even touching the beds (e.g. the maid). Title: Re: Programmable Sleep Clock v3.1 (01/13/06) Post by: Ellie on 2006 January 16, 08:43:39 So does this mod only work with Maxis beds, not with custom ones? I hardly never use Maxis ones because they are so ugly, but I'd love to try the sleep clock.
Title: Re: Programmable Sleep Clock v3.1 (01/13/06) Post by: BlueSoup on 2006 January 16, 08:45:11 I've been using it with custom beds, although the programming can be tricky if you don't know what to make the settings. I just sort of play around with them until they work for me. :-\
Title: Re: Programmable Sleep Clock v3.1 (01/13/06) Post by: Ellie on 2006 January 16, 08:47:59 ok, thanks.. I'll have to try the settings then. There's no way to tell with SimPe or something which beds the custom ones are based on?
Title: Re: Programmable Sleep Clock v3.1 (01/13/06) Post by: BlueSoup on 2006 January 16, 08:52:09 You may be able to, but not necessarily. Try the objects data section.
Title: Re: Programmable Sleep Clock v3.1 (01/13/06) Post by: HelloKit on 2006 January 16, 14:03:07 I didn't mean to imply that you didn't know what you were talking about, it was just a reminder just in case because sometimes we all forget to check little things like this sometimes. I know. I was just getting annoyed at having to repeat myself over and over again, and that people didn't seem to be reading all of what I wrote. :-\ Title: Re: Programmable Sleep Clock v3.1 (01/13/06) Post by: J. M. Pescado on 2006 January 16, 14:35:40 I need your sleepclock to prevent my Sims from getting up at insane times and to get them into their own beds easily (I love your macros!). Noted. Will be added in next version.For me it's not necessary anyone else is hindered from even touching the beds (e.g. the maid). Title: Re: Programmable Sleep Clock v3.1 (01/13/06) Post by: FreakyRufus on 2006 January 16, 17:29:20 I'm not sure whether you saw this over on the thread on the Podium, so I'm posting here, too:
:( I guess I was a little premature in stating that the problem I saw was completely gone. The case that I tried it out on was for a sleepclock that had one sim assigned to it. I had the same error (NO BED FOR YOU!!!) again today using a sleepclock that had 2 people assigned to it. One of the sims who is assigned to the sleepclock invited a visitor to relax on the bed, and the visitor got "repelled" with the NO BED FOR YOU action. The second sim assigned to the sleepclock was in a different room on the lot at the time. I've also seen the same thing happen with a roomie -- two sims assigned to the sleepclock, one of them asks a third sim (a resident of the lot) to relax, and the roomie got kicked out of the room. Title: Re: Programmable Sleep Clock v3.1 (01/13/06) Post by: jrd on 2006 January 16, 18:32:08 The sleep clock appears to schedule a mandatory bathroom-uses-you after waking. I'd like an option to disable this as well.
Title: Re: Programmable Sleep Clock v3.1 (01/13/06) Post by: J. M. Pescado on 2006 January 17, 07:42:56 The sleep clock appears to schedule a mandatory bathroom-uses-you after waking. I'd like an option to disable this as well. That scheduling is designed to get your sims to change back to their uniform with a minimum of wasteage, since the shower will change them while simultaneously cleaning them. Otherwise they won't properly dress. The dresser is an alternative, but isn't as efficient in the sense that it doesn't satisfy anything else while doing it. You have a better suggestion?Title: Re: Programmable Sleep Clock v3.1 (01/13/06) Post by: RainbowTigress on 2006 January 17, 08:59:31 Is the sleep clock supposed to send a Vampire to a bed when there is a coffin in the same room? I am assuming that Hibernate is the setting to use for Vamps. It seems that my one vampire that has his coffin in the basement (the Beaker house in Strangtown) freezes when I click Go To Bed from his Macro list. He just freezes in midair until I cancel the action. I have to click on the coffin manually. Also, it would be great if the Bed Nazi could reject non-vamps from sleeping in coffins. I don't know why they keep wanting to sleep in them. I don't think I would if I weren't a vampire.
I'm still having some trouble with the Bed Nazi and having sims relax on the bed, even if they are best friends with the owner. I'm still working on that. I had the same problem someone else mentioned about the maid making beds, only mine was with a playable sim in the house that I had sent to make the bed because the Headmaster was coming. The sim could not make up beds that didn't belong to them. Normally I don't worry about them making their beds. Title: Re: Programmable Sleep Clock v3.1 (01/13/06) Post by: J. M. Pescado on 2006 January 17, 11:03:00 Is the sleep clock supposed to send a Vampire to a bed when there is a coffin in the same room? I am assuming that Hibernate is the setting to use for Vamps. It seems that my one vampire that has his coffin in the basement (the Beaker house in Strangtown) freezes when I click Go To Bed from his Macro list. He just freezes in midair until I cancel the action. I have to click on the coffin manually. Also, it would be great if the Bed Nazi could reject non-vamps from sleeping in coffins. I don't know why they keep wanting to sleep in them. I don't think I would if I weren't a vampire. It's supposed to. Did you set the bed class to "Coffin"? I may alter that feature slightly soon, thinking of a less awkward way to handle it.Quote I'm still having some trouble with the Bed Nazi and having sims relax on the bed, even if they are best friends with the owner. I'm still working on that. I had the same problem someone else mentioned about the maid making beds, only mine was with a playable sim in the house that I had sent to make the bed because the Headmaster was coming. The sim could not make up beds that didn't belong to them. Normally I don't worry about them making their beds. That feature is currently under review. A playable sim shouldn't be interfered with unless it is acting autonomously, I.E., without orders from you. The next version will include the ability to disable the bed nazi.Title: Re: Programmable Sleep Clock v3.1 (01/13/06) Post by: RainbowTigress on 2006 January 17, 12:42:07 I don't see an option for "coffin." There are two sims sharing this bedroom and clock, so the setting is for the double bed. When I changed the wake time for the Vampire to 1900, it seemed to work better, although the one in the basement still didn't work. It seems to be the same problem that I had with the diagonal walls before. It can't "see" the sim or something.
I've also gotten some errors while the sim was in the coffin and had to be reset. I'm not sure exactly what was happening, but it might have been related to queuing certain orders while in the coffin. Title: Re: Programmable Sleep Clock v3.1 (01/13/06) Post by: FreakyRufus on 2006 January 17, 14:25:18 Is the sleep clock supposed to send a Vampire to a bed when there is a coffin in the same room? I am assuming that Hibernate is the setting to use for Vamps. It seems that my one vampire that has his coffin in the basement (the Beaker house in Strangtown) freezes when I click Go To Bed from his Macro list. He just freezes in midair until I cancel the action. I have to click on the coffin manually. Also, it would be great if the Bed Nazi could reject non-vamps from sleeping in coffins. I don't know why they keep wanting to sleep in them. I don't think I would if I weren't a vampire. It's supposed to. Did you set the bed class to "Coffin"? I may alter that feature slightly soon, thinking of a less awkward way to handle it.I've had this problem, too. In a room with only a coffin (no other bed, that is), I have a sleepclock with the bed type set to coffin. Whenever I choose the macro "Send to bed" or when the sleepclock tries to send the owning vampire to bed, he just stands there until I cancel the action. Title: Re: Programmable Sleep Clock v3.1 (01/13/06) Post by: jsalemi on 2006 January 18, 01:36:43 One of the sims who is assigned to the sleepclock invited a visitor to relax on the bed, and the visitor got "repelled" with the NO BED FOR YOU action. The second sim assigned to the sleepclock was in a different room on the lot at the time. I've also seen the same thing happen with a roomie -- two sims assigned to the sleepclock, one of them asks a third sim (a resident of the lot) to relax, and the roomie got kicked out of the room. I had the same thing happen today, and the other assigned occupant was at work, so they don't even have to be on the lot. And the resident sim was in love with the visitor. Fortunately, the romance sim just wanted to woohoo for some aspiration points, so the hot tub came in handy. :) So it's not an isolated thing. Title: Re: Programmable Sleep Clock v3.1 (01/13/06) Post by: D_Malachi on 2006 January 19, 21:32:46 The sleep clock appears to schedule a mandatory bathroom-uses-you after waking. I'd like an option to disable this as well. That scheduling is designed to get your sims to change back to their uniform with a minimum of wasteage, since the shower will change them while simultaneously cleaning them. Otherwise they won't properly dress. The dresser is an alternative, but isn't as efficient in the sense that it doesn't satisfy anything else while doing it. You have a better suggestion?Alright, I have a suggestion for that, though not a very "sharp" one. Adding an "auto-dress" feature of sorts. Once they're awake and standing, they change to a specified outfit, be it normal, formal, work or whatever else the user chooses... however, the bladder/hygeine repair is not addressed, hence the dullness of it. In that same key, approximately how much bulk (or uselessness) would it be to add an option for what each Sim sleeps in? Granted, what it's set to now requires the lowest relationship score of the two (or three, with Crammyboy's nudist hack). So, that's basically the question, how much damage would it do to include a selection of anything for them to sleep in? Title: Re: Programmable Sleep Clock v3.1 (01/13/06) Post by: Vren Lyet on 2006 January 19, 22:22:24 Alright, I have a suggestion for that, though not a very "sharp" one. Adding an "auto-dress" feature of sorts. Once they're awake and standing, they change to a specified outfit, be it normal, formal, work or whatever else the user chooses... however, the bladder/hygeine repair is not addressed, hence the dullness of it. Oh I would love such an auto-dress feature. I don't really care what my Sims sleep in, but to get them automatically dressed to a specific outfit (casual, formal or whatever) upon getting out of bed would save me some pointing and clicking every Sim morning... ;) By the way, I like the mandatory bathroom break. That's what my Sims are usually bound to do upon getting up anyways... ;) Title: Re: Programmable Sleep Clock v3.1 (01/13/06) Post by: D_Malachi on 2006 January 19, 23:00:13 Though the auto-dress feature would be instantly nulled by the bathroom controller, to a certain extent. Put simply, they leave the bathroom dressed. So either the auto-dress code could be connected to the bathroom controller (rather silly idea, I think) or to the sleep clock, adding to their their queue a "Change" action after the "Be Used" command, at a guess...
Though choosing what they sleep in via the clock still seems useful, it is reasonably pointless to a degree. They're only wearing what you pick for a short time, if the house is "empty" (no active Sims), but it would only be good for adding some degree of "authenticity" to vampires if you want them to sleep in formalwear, or something like that. Edit to add: Okay, my final suggestion/request on the matter of sleepwear is this: how much trouble would it be to let them "decide"- based upon their preference of course- what to wear, most likely as an option so as not to kick out what's already there... with a potential "vampire + formal" option? Title: Re: Programmable Sleep Clock v3.1 (01/13/06) Post by: J. M. Pescado on 2006 January 20, 20:47:24 Okay, my final suggestion/request on the matter of sleepwear is this: how much trouble would it be to let them "decide"- based upon their preference of course- what to wear, most likely as an option so as not to kick out what's already there... with a potential "vampire + formal" option? What they wear when they go to sleep appears to be largely decided by the internal of the bed specific code. In this case, with vampire coffins, there doesn't seem to be any option for them to wear their formals or anything else to sleep. That's internal to the coffin itself and you'd have to target the coffin's "change to sleep" code specifically (which only supports normal sim-sleepwears).What they wear is not inherently a part of the sleep clock (not that I haven't tried!). Oh I would love such an auto-dress feature. That is pretty much the idea of the mandatory bathroom break. The bathroom thing also conveniently dresses them as a part of taking the bathroom break. Besides, isn't that what REAL people do when they wake up, they go and pee?I don't really care what my Sims sleep in, but to get them automatically dressed to a specific outfit (casual, formal or whatever) upon getting out of bed would save me some pointing and clicking every Sim morning... ;) By the way, I like the mandatory bathroom break. That's what my Sims are usually bound to do upon getting up anyways... ;) Title: Re: Programmable Sleep Clock v3.1 (01/13/06) Post by: RainbowTigress on 2006 January 20, 21:07:41 Besides, isn't that what REAL people do when they wake up, they go and pee? Yeah, that's what I thought.Title: Re: Programmable Sleep Clock v3.1 (01/13/06) Post by: RainbowTigress on 2006 January 21, 20:14:28 It's supposed to. Did you set the bed class to "Coffin"? I may alter that feature slightly soon, thinking of a less awkward way to handle it. I don't see a bed type for "Coffin." Where is it? I have the sleepclock downloaded with the MATY DC package.Title: Re: Programmable Sleep Clock v3.1 (01/13/06) Post by: J. M. Pescado on 2006 January 21, 21:38:42 I don't see a bed type for "Coffin." Where is it? I have the sleepclock downloaded with the MATY DC package. You need to be a vampire to set that option. That option will soon be superfluous anyway, I think I have a better way.Title: Re: Programmable Sleep Clock v3.1 (01/13/06) Post by: RainbowTigress on 2006 January 21, 22:52:30 I don't see a bed type for "Coffin." Where is it? I have the sleepclock downloaded with the MATY DC package. You need to be a vampire to set that option. That option will soon be superfluous anyway, I think I have a better way.Title: Re: Programmable Sleep Clock v3.1 (01/13/06) Post by: FreakyRufus on 2006 January 22, 02:06:31 This is surely an oddity (or maybe a conflict :-\), but I have some strange behavior with the sleepclock and vampires with coffins. As mentioned in a previous post, when the sleepclock tries to send the vampire to bed or when I choose the macro "Go to bed", the vampire just stands there until I cancel the action from the queue.
I haven't done extensive testing on the following bits, and I also have a mod installed called "Vampires sleep late", which may be conflicting with the sleepclock. Anyways, the sleepclock does not appear to wake my vampire at the wake time (set so that he could go to work at 5pm). When I deleted the sleepclock in the room with the coffin (there is another in the house, though), the vampire still had the "Go to bed" choice on the macrotastics menu, and it works. Also, the next day, he woke up during daytime when the message popped up about needing to go to work in an hour. About the Vampires sleep late -- it came from DJS Sims, and it only contains the BHAV "Vampire - Sleep Finished?". It is designed to prevent vampires from waking on their own during daytime, but they can still be awakened by the player, etc. Title: Re: Programmable Sleep Clock v3.1 (01/13/06) Post by: J. M. Pescado on 2006 January 22, 08:23:51 This is surely an oddity (or maybe a conflict :-\), but I have some strange behavior with the sleepclock and vampires with coffins. As mentioned in a previous post, when the sleepclock tries to send the vampire to bed or when I choose the macro "Go to bed", the vampire just stands there until I cancel the action from the queue. I think this bug was noticed and addressed in an earlier version. Try getting a new one?Quote I haven't done extensive testing on the following bits, and I also have a mod installed called "Vampires sleep late", which may be conflicting with the sleepclock. Anyways, the sleepclock does not appear to wake my vampire at the wake time (set so that he could go to work at 5pm). When I deleted the sleepclock in the room with the coffin (there is another in the house, though), the vampire still had the "Go to bed" choice on the macrotastics menu, and it works. Also, the next day, he woke up during daytime when the message popped up about needing to go to work in an hour. The Sleep Clock does not wake sims, it suppresses waking. If other criteria for not waking are present, such as lack of energy, the sim will continue to sleep. The Clock is designed to SUPPRESS waking, not cause it.Quote About the Vampires sleep late -- it came from DJS Sims, and it only contains the BHAV "Vampire - Sleep Finished?". It is designed to prevent vampires from waking on their own during daytime, but they can still be awakened by the player, etc. And you wonder why your vampire didn't wake up?Title: Re: Programmable Sleep Clock v3.2 (01/13/06) Post by: SciBirg on 2006 January 22, 08:29:12 This hack is a bit too complicated for me to use.
I have tried to use it but I am not about to print out the list of bed type codes or learn them by heart in order to use this hack. Is there any way you can make this hack more user-friendly? Like, say, have it automatically pick up the bed-type that is located in the same room as the clock? Title: Re: Programmable Sleep Clock v3.2 (01/13/06) Post by: J. M. Pescado on 2006 January 22, 09:23:40 Is there any way you can make this hack more user-friendly? Like, say, have it automatically pick up the bed-type that is located in the same room as the clock? Eh....not without some kind of global override, which I have specifically avoided. Beds don't seem to have any particular means of extracting their energy rating directly, unless a hook for it is installed, but this risks future conflict. The idea may be placed under consideration, though.Title: Re: Programmable Sleep Clock v3.2 (01/13/06) Post by: RainbowTigress on 2006 January 22, 09:30:36 I thought it was complicated at first, but I really only use a few beds, the most expensive ones if my Sims can afford them, so I just remember the settings for those. And it comes already set for the Colonial double bed, so you don't have to change it unless you get a different one, like the next one up that came with Uni (energy 8) or the single bed that looks like the Colonial double bed. I really couldn't play with out it now.
Title: Re: Programmable Sleep Clock v3.3 (01/24/06) Post by: J. M. Pescado on 2006 January 24, 11:42:46 Interesting discovery (and update):
Why do sims try to sleep in coffins? Answer: Because coffins are the best sleeping item for energy in the game, at 40 NRG/hr. Even for non-vampires. "Coffin" mode now deprecated. Vampires now always assume coffin mode (and will not use non-coffins). Title: Re: Programmable Sleep Clock v3.3 (01/24/06) Post by: themaltesebippy on 2006 January 24, 20:22:34 I have bed time off and bed warning off but sometimes I get an annoying pop up that says "so and so's estemated bedtime is less than an hour." If I cared, I'd turn the warning on.
Edit: This seems to have stopped with this new version. Title: Re: Programmable Sleep Clock v3.3 (01/24/06) Post by: jsalemi on 2006 January 24, 22:09:18 It may just be a coincidence, because I can't see how the new sleep clock could cause it, but in my session today after putting the new version in (only change since the last time I played), random 'bad' events seemed to happen more. Computers and showers were breaking everywhere, and at least two of my families couldn't cook without starting fires, even Sims with 9 or 10 cooking points. It could have been the randomizer got stuck at a really weird value -- I exited and restarted the game, and things seem mostly back to normal now. Just mentioning it in case it's not just me. :)
Title: Re: Programmable Sleep Clock v3.3 (01/24/06) Post by: Hairfish on 2006 January 24, 23:02:45 Why do sims try to sleep in coffins? Answer: Because coffins are the best sleeping item for energy in the game, at 40 NRG/hr. Even for non-vampires. I have several mortal Sims who sleep in very pretty coffins (textures I made myself), so I'll be testing this with both vampires and mortals, in coffins. Did I mention they sleep in coffins? Quote "Coffin" mode now deprecated. Vampires now always assume coffin mode (and will not use non-coffins). This is what I've been impatiently waiting for, since my biggest problem in the game is keeping vampires in their coffins until sundown. No problem getting them to go to bed, they just won't stay there half the time. So this will get a vampire-workout from me. I can also let you know if/how this works with a couple of non-FFS hacks: ElderSleepNight.package (none of my Vampires are Elders) simlogicalReserveBeds_patch2.package (would like to keep as backup for beds without SleepClock control) (Both by Inge, so they're fairly awesome!) BTW, I did print out the list of bed classes just now. Took all of 10 seconds. Title: Re: Programmable Sleep Clock v3.3 (01/24/06) Post by: LFox on 2006 January 27, 07:06:11 I've only just started using this Sleep Clock recently now i have a vampire sim that is actually called to bed 1 hour before sun up and she automatically stops what she's doing and goes to bed. Now from what i understand other sims should also be called for bed should they not? If i set the clocks for my sims with their wake up time, bed class ect i get nothing. The best i can do is use macrotastics to tell them to go to bed which mind you is very handy but i thought they were supposed to be auto called? Maybe i'm doing something wrong?
I place the clock on a end table next to the bed, set the wakeup time to 3am, bed class is by default set to the right one (E6, NRG 36). Then i set bed call to MAX so their queue is smashed and their sent to bed, and i also turned on the Bedtime warning which never seems to show up. I can let them stay up extremely late and almost collapse and their never told to go to bed. What exactly am i doing wrong? Also i don't see how it can be a hack conflict since my only hacks are from J.M, Twojeffs, CrammyBoy and a few MINOR hacks by others. Title: Re: Programmable Sleep Clock v3.3 (01/24/06) Post by: RainbowTigress on 2006 January 27, 07:37:46 This may sound obvious, but did you turn Bedtime on? I didn't see that in your post.
Title: Re: Programmable Sleep Clock v3.3 (01/24/06) Post by: LFox on 2006 January 27, 08:06:47 This may sound obvious, but did you turn Bedtime on? I didn't see that in your post. I've just tested several times now and it still doesn't. I set bedtime on, set on and max, tried setting the warning on and all that and still nothing. It just doesn't seem to call them to bed. Title: Re: Programmable Sleep Clock v3.3 (01/24/06) Post by: RainbowTigress on 2006 January 27, 08:49:06 Hmm, I dunno then. Sounds like you did everything right. Maybe JM has some ideas. Is it just this house you are having this problem with?
Title: Re: Programmable Sleep Clock v3.3 (01/24/06) Post by: LFox on 2006 January 27, 09:08:29 Hmm, I dunno then. Sounds like you did everything right. Maybe JM has some ideas. Is it just this house you are having this problem with? It seems to be all houses that are doing it. I'm pretty sure it supresses their urge to jump out of bed at 1am just because their full of energy though. It's odd the only one that works right is the vampire sim i got, her clock is set to 7 and an hour before it kills her queue and orders her to bed. Title: Re: Programmable Sleep Clock v3.3 (01/24/06) Post by: FreakyRufus on 2006 January 27, 13:25:10 Like rainbow's question above, this may seem obvious but you didn't explicitly mention it. The sim that you want to send to bed has to be the one that sets the wake up time. Each sim needs to set their own time and turn on bedtime for themselves. The max option just makes the "go to bed" action appear before any queued actions your sim has to give it "max" priority.
Title: Re: Programmable Sleep Clock v3.3 (01/24/06) Post by: LFox on 2006 January 27, 20:16:50 Like rainbow's question above, this may seem obvious but you didn't explicitly mention it. The sim that you want to send to bed has to be the one that sets the wake up time. Each sim needs to set their own time and turn on bedtime for themselves. The max option just makes the "go to bed" action appear before any queued actions your sim has to give it "max" priority. Yeah i know that much and yes i did have the sim set their OWN clock. I just tried using a couple other bed types and still no results. Title: Re: Programmable Sleep Clock v3.3 (01/24/06) Post by: Kyna on 2006 January 28, 00:19:43 Yeah i know that much and yes i did have the sim set their OWN clock. I just tried using a couple other bed types and still no results. Their OWN clock? You do know that you can only have ONE sleepclock in a room, don't you? Each clock can store two people. The bed nazi thing isn't interfering is it? If your sim is sharing the sleepclock with another sim, their relationship needs to be at a decent level. The other thing to remember is that if their bladder need is low, the sleepclock will try to send the sim to the bathroom before sending them to bed. If you don't have 'bathroom uses you' in your game and the toilet paper configured in your sims house, the sleepclock won't be able to send them to the bathroom. The sleepclock macro in your game may be confused if it can't find a bathroom (with bathroom-uses-you toilet paper) to send them to. Title: Re: Programmable Sleep Clock v3.3 (01/24/06) Post by: RainbowTigress on 2006 January 28, 00:38:03 Actually, you CAN have more than one sleep clock in a room. I do it all the time. If three single beds are in a room, you can put two clocks and set two on one and one on the other. The clock will send the sim to the nearest bed, as the RTFM states. The latest issue with the Bed Nazi and more than one clock in a room has been fixed in the latest version, which JM mentions in the first post in this thread.
Title: Re: Programmable Sleep Clock v3.3 (01/24/06) Post by: LFox on 2006 January 28, 03:05:10 No unfortunately it's none of those things. I've tried single beds, double beds (always only 1 clock per room). I've tried 2 people (married) per clock and nothing i just don't get what is wrong. Is there any possible hack that could conflict with it?
Title: Re: Programmable Sleep Clock v3.3 (01/24/06) Post by: Kyna on 2006 January 28, 03:27:59 LFox, you didn't respond to my query about bathroomusesyou.
I think sleepclock functionality requires this mod to also be in your game, as sleepclock sends sims with low bladder to the bathroom before they go to bed. You need to have at least one bathroom in the house configured with the toilet paper so that the sleepclock macro can 'find' the bathroom. Title: Re: Programmable Sleep Clock v3.3 (01/24/06) Post by: LFox on 2006 January 28, 03:59:12 LFox, you didn't respond to my query about bathroomusesyou. I think sleepclock functionality requires this mod to also be in your game, as sleepclock sends sims with low bladder to the bathroom before they go to bed. You need to have at least one bathroom in the house configured with the toilet paper so that the sleepclock macro can 'find' the bathroom. Oh right sorry about that i didn't really say it clearly. Yes i have the bathroomusesyou installed, i just recently started using it. Not all houses have it and most of the ones i tested it with don't but i just retested it with a house that has it and the same results. I don't have it on the seek option though i only have it setup on a large radius so i can tell my sims via macro to go get bathroomed. Title: Re: Programmable Sleep Clock v3.3 (01/24/06) Post by: RainbowTigress on 2006 January 28, 04:26:33 It's not necessary to set a large radius to send sims to the bathroom via macro. I have some large houses, and it always sends them to the nearest bathroom. I don't think this has anything to do with your sleepclock issue tho. :-\
Title: Re: Programmable Sleep Clock v3.3 (01/24/06) Post by: LFox on 2006 January 28, 04:31:06 It's not necessary to set a large radius to send sims to the bathroom via macro. I have some large houses, and it always sends them to the nearest bathroom. I don't think this has anything to do with your sleepclock issue tho. :-\ I just use the top radius so it catches everything. Yes i'm sure it has nothing to do with my issue either. I bet when we actually figure out the problem it's going to be so STUPID and OBVIOUS. But at the moment i just don't know what could be wrong. Title: Re: Programmable Sleep Clock v3.3 (01/24/06) Post by: RainbowTigress on 2006 January 28, 04:34:35 Can you give us a list of your hacks? You do have the latest sleep clock, and no duplicates, right? Sometimes if you use subfolders, dupes can sneak in unintentionally. Besides JM's and TJ's hacks, what else do you have?
By the way, does this house have diagonal walls or doors? And are you using Maxis beds or custom ones? Title: Re: Programmable Sleep Clock v3.3 (01/24/06) Post by: LFox on 2006 January 28, 04:57:00 Can you give us a list of your hacks? You do have the latest sleep clock, and no duplicates, right? Sometimes if you use subfolders, dupes can sneak in unintentionally. Besides JM's and TJ's hacks, what else do you have? By the way, does this house have diagonal walls or doors? And are you using Maxis beds or custom ones? It'd be pretty hard to list all the hacks since there's so many of them and i currently don't have a subfolder system. It's all just straight under downloads but it's not as big a mess as you'd expect since i have very little custom content. Besides JM's hacks i have a small selection of TJ's and Crammyboys hacks. Then there are a few other ones that i doubt would interfere because there stuff like Motoki's elder to adult body, syberspunks reverse apologize fix, default replacements ect. The only hacks that really make me think they "could" cause a problem in some way are these two. I'm going to try removing the ElderSleepNight and testing again. ElderSleepNight - i think it's made by Inge AllInOneNPC - ChristianLov Yes i have diagonal walls, lots of them. I don't have ANY diagonal doors and never will as i've heard of the problems they can cause. I use only maxis beds, some of which have a recolor. Edit: Taking out ElderSleepNight did nothing. Heres list of my hacks the rest are all JM, TJ and CBOY, not to mention the default replacements for skins. Pregdress Apologizefix BreakfastAtMidnight Buyable Maxis Maternity Clothes Buyable Rewards Collection Buyable Work and NPC Clothes Elder Clothing Hide ElderSleepNight (Personal Pollination Tech Replace) Maxis adult clothes for A YA & E quaxi_nl_censor Targas_transparent_water CEP 3.2 AllInOneCooktop noprivacy_bathroom TeleporterPaintingPlus Triangular Blue Border UI Modification Sleep Nude No Empty Potty No Mid Stream Stop Title: Re: Programmable Sleep Clock v3.3 (01/24/06) Post by: RainbowTigress on 2006 January 28, 05:32:40 I've had some problems with diagonal walls also. One house I could not get it to work in, I had to remove all the diagonal walls and then it worked. I don't see anything that would look suspicious. I can't remember if you said you have NL?
Title: Re: Programmable Sleep Clock v3.3 (01/24/06) Post by: LFox on 2006 January 28, 05:35:13 I've had some problems with diagonal walls also. One house I could not get it to work in, I had to remove all the diagonal walls and then it worked. I don't see anything that would look suspicious. I can't remember if you said you have NL? I have the sims 2, University and Night Life. I said i have a vampire before hehe that shoulda been the tip off. If it's the diagonal walls stopping it, i can forget it i'm not about to redesign 5+ mansions just for the hack. It's more of a convience than anything else. Title: Re: Programmable Sleep Clock v3.3 (01/24/06) Post by: RainbowTigress on 2006 January 28, 05:49:41 I have the sims 2, University and Night Life. I said i have a vampire before hehe that shoulda been the tip off. Sorry, I remember that now, I was just trying to think of everything.Title: Re: Programmable Sleep Clock v3.3 (01/24/06) Post by: LFox on 2006 January 28, 05:55:17 I have the sims 2, University and Night Life. I said i have a vampire before hehe that shoulda been the tip off. Sorry, I remember that now, I was just trying to think of everything.Yeah i know, oh well no matter. If i can't get it working proper i can't get it working proper nothing i can do. Title: Re: Programmable Sleep Clock v3.3 (01/24/06) Post by: J. M. Pescado on 2006 January 28, 07:07:34 If it's the diagonal walls stopping it, i can forget it i'm not about to redesign 5+ mansions just for the hack. It's more of a convience than anything else. Diagonal walls can cause massive problems with nearly all aspects of the game. Other signs of diagonal wall related issues include the inability to cook anything, repeated interaction drops from pathfinding failures, and other similar problems. In short, excessive use of diagonal walls is bad.Title: Re: Programmable Sleep Clock v3.3 (01/24/06) Post by: LFox on 2006 January 28, 11:54:39 If it's the diagonal walls stopping it, i can forget it i'm not about to redesign 5+ mansions just for the hack. It's more of a convience than anything else. Diagonal walls can cause massive problems with nearly all aspects of the game. Other signs of diagonal wall related issues include the inability to cook anything, repeated interaction drops from pathfinding failures, and other similar problems. In short, excessive use of diagonal walls is bad.Really? I thought the only real problem was with doors on diagonal walls. I guess i'll start using them alot less from now on. Title: Re: Programmable Sleep Clock v3.3 (01/24/06) Post by: J. M. Pescado on 2006 January 28, 14:08:02 Really? I thought the only real problem was with doors on diagonal walls. I guess i'll start using them alot less from now on. Doors on diagonal walls are many times worse than an ordinary diagonal wall, but even ordinary diagonal walls are not without blame and can cause wonkiness. If you design a house with a diagonal wall, it is highly recommended that nothing of value be placed near the diagonal wall if it can be avoided, and test for any oddities caused by the diagonal wall.Title: Re: Programmable Sleep Clock v3.3 (01/24/06) Post by: LFox on 2006 January 28, 20:09:17 Really? I thought the only real problem was with doors on diagonal walls. I guess i'll start using them alot less from now on. Doors on diagonal walls are many times worse than an ordinary diagonal wall, but even ordinary diagonal walls are not without blame and can cause wonkiness. If you design a house with a diagonal wall, it is highly recommended that nothing of value be placed near the diagonal wall if it can be avoided, and test for any oddities caused by the diagonal wall.Alright thanks i'll remember that. Title: Re: Programmable Sleep Clock v3.3 (01/29/06) Post by: pioupiou on 2006 January 29, 22:53:40 Is it possible that the clock conflicts with Inge's reservable bed global patch ?
I only use the clock for elders (so they don't wake up at 2 in the morning), and it works fine for this matter, but they never are called to the bed, even when it's set to max. It's not a big problem but I'd like to know. Thanks Pioupiou. Title: Re: Programmable Sleep Clock v3.3 (01/29/06) Post by: LFox on 2006 January 29, 23:07:30 Is it possible that the clock conflicts with Inge's reservable bed global patch ? I only use the clock for elders (so they don't wake up at 2 in the morning), and it works fine for this matter, but they never are called to the bed, even when it's set to max. It's not a big problem but I'd like to know. Thanks Pioupiou. I doubt it because i don't use that hack and they still don't get called to bed for me...well except my 1 vampire sim. Title: Re: Programmable Sleep Clock v3.3 (01/29/06) Post by: jrd on 2006 January 31, 16:59:04 Since getting the update dated 29-01-06 the clocks stopped functioning: Sims aren't called to bed any longer (and yes, bed-time is on).
Manually sending them to bed using the macro stilll works. Title: Re: Programmable Sleep Clock v3.3 (01/29/06) Post by: Kyna on 2006 January 31, 18:07:27 I'm finding they'll go to bed ONLY if their energy is low or if I choose 'go to bed'. The scheduling for the wakeup time I want isn't calling them to bed anymore. I have bed time set to on. I have time warning set to on, but am not getting any warnings.
It's not so bad in the houses where they have expensive beds as they'll usually have full energy by wakeup time, but I've been playing a new hood with several new families who can't afford anything better than the cheap and nasty beds. They stay up until they're too tired to do anything and then don't gain enough energy from the bed, so they go to work/school half-asleep. Then they fall into bed as soon as they get home, wake up later that evening, stay up too late again, and keep repeating the cycle - their whole sleep cycle is shot to pieces. I noticed this starting to happen when I downloaded the MATY posted around the 26th, with the sleepclock that had a different bed class chooser (i.e. select e8 from first menu then select 38 from the second menu). The sleepclock in the latest MATY (29th), where the bed class has reverted to the old style menu, hasn't fixed this glitch. Title: Re: Programmable Sleep Clock v3.3 (01/29/06) Post by: jrd on 2006 January 31, 18:22:07 Seems like we're both experiencing the same issue.
Title: Re: Programmable Sleep Clock v3.3 (01/29/06) Post by: jsalemi on 2006 February 01, 02:44:29 Same here -- i also noticed that they're not being called to bed anymore. Had one I wasn't paying attention to almost pass out, her energy level got so low...
Title: Re: Programmable Sleep Clock v3.3 (01/29/06) Post by: RainbowTigress on 2006 February 01, 05:21:21 I just noticed this as well in my sorority house. I can select Go to bed, and the College Rampage sends them to bed, but the sleep clock by itself isn't calling them to bed when they aren't on a rampage. I don't have diagonal walls or doors in this house. When I had the problem before with the diagonal walls, even choosing "Go to bed" wouldn't work, so there is something else going on here. Pescado, please look into this! I have the latest version from the MATY zip.
Title: Re: Programmable Sleep Clock v3.3 (01/29/06) Post by: J. M. Pescado on 2006 February 01, 06:03:17 Hmm. Did you actually turn the bed call option on?
Title: Re: Programmable Sleep Clock v3.3 (01/29/06) Post by: RainbowTigress on 2006 February 01, 06:29:20 Hmm. Did you actually turn the bed call option on? Yes, it is on. I double checked, even though this house has been in use for several students. I just have new students unassign graduated students and reassign the clock to themselves.Title: Re: Programmable Sleep Clock v3.3 (01/29/06) Post by: Kyna on 2006 February 01, 07:31:53 Over the past few days since I noticed this, I've checked each sim's sleepclock settings at least 3 times (more in some houses) - each time checking that the warning is turned on, the bed class is correct, the wakeup time is correct, and that call to bed is set to on.
I have been playing a new neighbourhood, with promotions changing the required hour of waking, so have made changes to the wakeup time for just about every sim in the hood. Also have had toddlers aging into children or sims marrying in to the household, requiring a wakeup time to be set. I don't know if this setting/resetting the wakeup time is relevant to the glitch, as I haven't tried playing one of my retiree houses in an older hood (where there's no need to change the wakeup time) to see if the problem also exists there. Title: Re: Programmable Sleep Clock v3.3 (01/29/06) Post by: RainbowTigress on 2006 February 01, 07:50:51 Kyna, I have been playing with the sleepclock for quite some time now, and I've changed the wake time several times in many houses as you've described, and it's never caused a problem before. I"m not sure what is going on, but it is frustrating.
Title: Re: Programmable Sleep Clock v3.3 (01/29/06) Post by: Kyna on 2006 February 01, 08:01:14 Rainbow, I have also been playing with the sleepclock for some time now. My printout of the bed classes is from version 1.70, which I downloaded before this board existed.
My last post was merely supplying information from my in-game observations in case it is helpful when Pescado tracks down the glitch. I worked for an organisation which had very complex software that was continually being upgraded (and therefore prone to glitches), and our systems support people always asked us to give as much detail as possible when we encountered those glitches. The information I was providing was that I have been changing the wakeup times a lot lately and I didn't know if that was relevant to the glitch or not. If it is relevant, that might be helpful in finding the glitch. Title: Re: Programmable Sleep Clock v3.3 (01/29/06) Post by: RainbowTigress on 2006 February 01, 08:36:56 Kyna, I did not mean to come across as putting you down or anything. I was also merely pointing out that I had done what you described before and it had not caused a problem in the past. I didn't know how long you had been using the sleepclock in your game. I also have worked for companies with complex software systems and I am aware of the need for detail. Unfortunately, some people told that I gave too much detail, so I never know whether I am giving too much or not enough. So no offense intended. :)
Title: Re: Programmable Sleep Clock v3.3 (01/29/06) Post by: Kyna on 2006 February 01, 09:04:03 No, I didn't think you were putting me down. I didn't intend any offense to you with my post, and I hope it didn't come across as tetchy.
I was going to add to my earlier post (two posts ago) that I have only noticed this sleep clock glitch since I downloaded the MATY of 26th Jan, so the problem was in the sleepclock in that version (not just in the version of the 29th Jan). But I edited it out before clicking to post as I'd already mentioned it in this thread. I guess I should have left it in the post for more clarity. On the need for detail - I figure too much information is better than insufficient information. At work I learnt that the one tidbit of information I omit at first as I think it's trivial can be the vital clue that system support needs. Title: Re: Programmable Sleep Clock v3.3 (01/29/06) Post by: LFox on 2006 February 01, 09:33:52 The first version i tried of this was the 24th jan version, talk about bad luck to decide to use the sleepclock when this error pops up somehow. I'm somewhat relieved that it's not just me experiencing the problem of them not going to bed as they should be. Hopefully J.M can find what's causing this oddity in it.
Title: Re: Programmable Sleep Clock v3.3 (01/29/06) Post by: RainbowTigress on 2006 February 01, 10:09:45 Yes, LFox, it is great when it works! As you said, you seem to have had the misfortune of coming in right at this moment. I could not for the life of me figure out why it wasn't working for you, then I updated to the latest director's cut. I saw the previous users' problems and realized that I had not seen the sleep clock send any sims to bed lately. The few houses I had played, I had either used the caffeinate option or I been sending sims to bed manually. Now that I am paying attention, it's annoying. For the record, the Bed Nazi seems to work fine, as my sims are now seeking any bed to fall into since they are so tired.
Title: Re: Programmable Sleep Clock v3.3 (01/29/06) Post by: J. M. Pescado on 2006 February 01, 10:46:34 Should be fixed now.
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: RainbowTigress on 2006 February 01, 10:51:49 What was wrong with it?
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: LFox on 2006 February 01, 20:19:20 Just checked it and it works perfect for me. All 3 of my sims were called to bed.
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: Kyna on 2006 February 01, 22:03:25 Yep. Working fine for me. Getting warnings as well as my sims being called to bed. Thanks for the fix :D
A request: Would it be possible for the warning to be temporarily suppressed if the sim is off the lot due to abduction? I had one of my sims abducted just after putting the latest version of the sleepclock in, and got spammed with sleepclock warnings due to the wild fluctuation of moods that occurs during an abduction. At one point I paused the game to close all the warning boxes and counted around 40 of them. There were plenty more warnings after that too. (On the positive side, it was certainly a reminder that the sleepclock is working properly now) Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: HelloKit on 2006 February 02, 21:02:35 Would it be possible for the warning to be temporarily suppressed if the sim is off the lot due to abduction? You can always turn it off manually. Unlike the other settings on the clock, the time warning toggle is instant - it doesn't queue up the Sim to press a button. So you can turn it on or off anytime regardless of whether the Sim is on the lot. Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: themaltesebippy on 2006 February 05, 17:48:05 I get a warning even though I do not use bed time or bed time warning. It happens to a sim in a household where the sim is single and living with a couple. I don't get the unwanted warning in other arrangements.
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: J. M. Pescado on 2006 February 06, 00:56:54 Yep. Working fine for me. Getting warnings as well as my sims being called to bed. Thanks for the fix :D I can squish the warning for off-lot sims, yes.A request: Would it be possible for the warning to be temporarily suppressed if the sim is off the lot due to abduction? Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: Klaatu on 2006 February 12, 20:05:27 Don't know if this has been mentioned before, but this hack and Inge's Double No Kids hack seem to clash in some way. My adults would get called to bed by the sleep clock fine, but when reaching the bed they would just look down at it and not get in. After taking out Inge's hack they got in fine.
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: jrd on 2006 February 12, 20:50:52 Funny. I've had both hacks in for ages, and never had that issue. Is this a custom bed perhaps?
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: Sleepycat on 2006 February 12, 20:55:48 could depend on which hack is loaded last
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: Klaatu on 2006 February 12, 21:08:19 I've tried a number of beds, both custom and non. Doesn't seem to matter. Maybe it's a third hack somehow where the problem doesn't occur without Inge's. I mostly only have hacks from JM, twojeff, and one or two from Inge's; vary few of anything else.
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: jrd on 2006 February 12, 21:11:56 Do you also use her reservable beds patch? I remember there were problems with the older version. The current one works fine.
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: Klaatu on 2006 February 13, 15:13:06 I do, but not sure what version I'm using. I went ahead and updated it anyway. Not sure if it was updating this, or something else I did 'cause I tried some other things too, but things work the way they should now. Thanks.
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: Klaatu on 2006 March 05, 05:31:09 I noticed a small problem with the sleep clock and OFB, specifically if using an elevator from the EP. If the sim is on one floor and their bed is on another, when the sleep clock calls the sim to bed the sim will walk up to the elevator and wait for it, and get in. The doors close then immediately open again where the sim departs from the elevator, turns around and pushes the button again. This goes on in a loop, at least long enough for me to get tired of watching it happen over and over. The sim never gets to the floor containing their bed.
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: J. M. Pescado on 2006 March 06, 08:51:02 We are aware of this issue. There is no particularly good explanation for it at present. Workarounds are currently being considered. News at 10.
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: RainbowTigress on 2006 March 06, 09:05:35 Is that 10 pm MST?
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: jsalemi on 2006 April 12, 16:25:14 Seperate question -- OFB introduced some new beds that don't quite match the existing ones as far as comfort/energy levels. Plus, I'm a sucker for custom beds, which also sometimes don't exactly match the Maxis defaults. What's the "formula" to figure out how to set the sleep clock for a bed that's not in the RTFM list?
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: J. M. Pescado on 2006 April 12, 16:37:31 Seperate question -- OFB introduced some new beds that don't quite match the existing ones as far as comfort/energy levels. Plus, I'm a sucker for custom beds, which also sometimes don't exactly match the Maxis defaults. What's the "formula" to figure out how to set the sleep clock for a bed that's not in the RTFM list? Guess conservatively unless you happen to want to do a SimPE rip or someone tells you the exact value.In practice, given the allowance for navigational delays, the difference tends not to be great as long as you hit the general ballpark figure. Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: HelloKit on 2006 April 12, 16:39:27 What's the "formula" to figure out how to set the sleep clock for a bed that's not in the RTFM list? I've always gone by trial and error... eg. if the bed is listed as a 4 energy, then I start at the lowest rating in the E4 category... if the Sim's energy is filled more than an hour before their wake time, then I go up one more rating, etc. until the Sim appears to get just enough sleep. Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: jsalemi on 2006 April 12, 19:13:03 Thank you both! I've been doing that, in a way -- using the setting for a bed that's close to what the custom/new bed has. But the 'full energy an hour before waking' is a good yardstick.
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: cwieberdink on 2006 May 23, 18:53:40 Okay, I briefly talked with JM in chat about using the bed nazi to keep children out of double beds. I am now having an issue with my sim hubby sleeping in any bed in the house BESIDES ours! All beds have a clock. Rooms with bunk beds have one clock. Otherwise even rooms with two single beds have two clocks. Each bed is assigned to a family member. All settings have been checked and double checked. Bed nazi worked once that I saw and I have not seen it boot a person since. All people sleeping in the wrong beds are family members. Today as I was playing, sim hubby went to the bathroom in our bedroom, then walked down the hall and go into our son's lower bunkbed. In the middle of the night, he woke up and moved to the upper bunk. ?? Weird.
C Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: jsalemi on 2006 May 23, 19:26:53 Rooms with bunk beds have one clock. Otherwise even rooms with two single beds have two clocks. Each bed is assigned to a family member. All settings have been checked and double checked. I think that's the problem -- having multiple clocks in the same room. Each clock can handle two (identical) single beds or one double bed and users in the same room, so try deleting a bunch of clocks and see if it helps. Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: jsalemi on 2006 May 23, 19:30:32 I hit a separate problem today that I thought was fixed. I had a teen Sim abducted by aliens about two hours before she was due to go to bed. Well, while she was gone her sleep clock kept kicking up a 'go to bed' command every time her energy fluctuated all the way down, and popping up 'Bedtime in less than an hour' warning boxes constantly. I spent a good portion of my time deleting all the sleep/use bathroom commands from her queue.
I'm using all the latest maty.zip versions of the various controllers. On the plus side, she'll get to fulfill her want for the 'extraterrestrial reparations grant'. :) Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: J. M. Pescado on 2006 May 25, 11:48:15 I hit a separate problem today that I thought was fixed. I had a teen Sim abducted by aliens about two hours before she was due to go to bed. Well, while she was gone her sleep clock kept kicking up a 'go to bed' command every time her energy fluctuated all the way down, and popping up 'Bedtime in less than an hour' warning boxes constantly. I spent a good portion of my time deleting all the sleep/use bathroom commands from her queue. I think I noticed that also. I will look into having that stompinated.Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: ZephyrZodiac on 2006 May 25, 12:04:24 Can you just tell me before I close my game and install the update - are there still a whole ruck of non-existent beds in the list which appears in game? Or did they get tidied up? (Or was it just my sleep clock playing games?)
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: jsalemi on 2006 May 25, 12:14:25 Can you just tell me before I close my game and install the update - are there still a whole ruck of non-existent beds in the list which appears in game? Or did they get tidied up? (Or was it just my sleep clock playing games?) If you're referring to the long list of bed classes, they're still there. But that's good, because the settings that don't necessarily match existing maxis beds do fill in the gaps where many CC beds fit. It gives you finer control over the sleep time. Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: ZephyrZodiac on 2006 May 25, 12:26:53 Well, I know some CC beds SAY they are better than the Maxis ones for energy and comfort, but mostly they aren't, and as long as my sms get to bed early enough to get the full energy bar, I don't mind if they get a few extra minutes! If there's only one bathroom, I can usually wake one of them up a bit early so they don't spend all the time till the car-pool or school bus arrives pacing the floor waiting their turn! But so long as most of those extra numbers are at the end, I don't mind, just found it confusing at first, as I wasn't sure if I had the right list compared to the clock - since I got it with the Director's Cut and had to find the rtfm.
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: jsalemi on 2006 May 25, 12:43:39 Some of the new beds Maxis has added in OFB and FFP fall in the 'in-between' spaces too, so it's not just CC. :) Unless the specific bed is in the RTFM list, I usually just leave the sleep clock at the default for a sim day or two, and watch to see when the sim's energy bar is full. If it's a big difference in time (either way), I'll tweak the settings -- otherwise, they just stay at the default.
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: ZephyrZodiac on 2006 May 25, 12:47:21 OH, well, I don't have FFP, and I find the OFB beds fit about where the game says they fit, so they're easy enough to put in the right slot. It's ok when you start with a new lot of poor sims, though, they start on the cheap beds and move up, and you just change the settings each time! And if they don't have time to eat before school, they get fed there, whereas if you feed them before school they come home hungry!
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: jsalemi on 2006 May 25, 13:02:43 Yea, i don't usually feed my sims breakfast if they're off to work/school -- let them get free food there! :)
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: ZephyrZodiac on 2006 May 25, 13:23:30 Wel, I do like to have my sims eat together in the mornings when I can, it puts them in a good mood before they go out....but if they're busy doing other stuff, then free food is good. Mind you , since OFB I've noticed that the cheap fridge is cheaper to replace when it gets nearly empty than it is to restock!
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: HelloKit on 2006 May 25, 18:24:02 I've also found that even the Maxis beds can usually be bumped up a level or two higher than the RTFM recommends, and I love to maximize awake time, so I like having the fine control.
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: ZephyrZodiac on 2006 May 25, 18:29:34 I think it depends a lot on whether you have MAX on or not - if they have to finish something first, it's good to have a bit of leeway. And the trouble with have MAX on is all the dirty dishes go really green and flyblown overnight!
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: HelloKit on 2006 May 25, 18:39:02 And the trouble with have MAX on is all the dirty dishes go really green and flyblown overnight! LOL. My Sims eat dinner and clean up several hours before bedtime (exactly 13 hours after waking up, actually), so I don't have that problem. Usually they are just skilling before bed, but I don't use the Max setting because every so often they're doing something more important that I actually want them to finish, so I just manually cancel the skilling action when the bedtime icon pops up. Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: ZephyrZodiac on 2006 May 25, 18:53:34 Trouble is, if they're skilling, they'll take a break by themselves! I actually prefer mine to get their skills by doing things where possible too, it's so boring just watching them read or play chess or watch TV etc. - and why don't they use the stereo to get body points? I haven't tried it with kids (don't have many around at present) so I wonder if they use the stereo, or if they can only gain fitness if there's an assault course or punchbag around?
And I've never worked out when exactly my sims eat - seems to me they eat when they're hungry! Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: jsalemi on 2006 May 25, 22:36:25 Kids will use the stereo for body points, but I don't think the skillinator controls that -- you have to do it manually. However, they do use the obstacle course and punching bag under skillinator control (and manual, as well).
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: ZephyrZodiac on 2006 May 25, 22:53:13 Oh, I was well aware they will use the stereo if you tell them to, just wondered if the skillinator would do it! Just have a shortage of kids to experiment with at present - just grew a whole batch up to teen!
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: RainbowTigress on 2006 May 25, 23:30:57 I don't have the option for Body to come up for kids under the Skillinator unless there is a punching bag or obstacle course on the lot. I've had several kids spin up a want to gain a body skill point, though, so I have to put them in front of the radio myself. It doesn't take long for that first point, though, and they are happy after that.
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: ZephyrZodiac on 2006 May 25, 23:39:05 It's just visually more interesting to see sims pouring with green sweat when they work out with the stereo as opposed to the TV (which of course is off limits to kids, which seems odd Maxian logic to me!) - I know the TV is more efficient, just that the stereo is more fun! (for me, that is....)
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: RainbowTigress on 2006 May 25, 23:44:24 Green sweat - I like that! LOL
I use Syberspunk's hack that allows them to build body while they are dancing, so they can gain body points while using the Skillinator Dance option, although it's not fast, it does allow you to tackle two things at once. Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: ZephyrZodiac on 2006 May 25, 23:50:23 I might well give that a try, although I'm getting so many hacks now which are purely for my benefit, when once I intended to only use them if they were essential to put right a fault in the original coding - but that was eons ago!
It doesn't really matter that much, I've so many military and athletic sims in my hood, most of them have the reward objects and the kids can use those! (I've had them reach level 8 in one go on the assault course if they get going as soon as they have their birthday, though what IQ has to do with physical fitness I have yet to understand! Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: RainbowTigress on 2006 May 25, 23:56:47 It's the smart milk bug. Or were you being facetious?
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: ZephyrZodiac on 2006 May 26, 00:06:58 I was being extremely facetious - OK, so they have 3x the normal sim !Q (sometimes 4x) but what that has to do with body skills is beyond me! You can be fat and lazy and still have a high IQ!
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: J. M. Pescado on 2006 May 26, 00:18:49 And I've never worked out when exactly my sims eat - seems to me they eat when they're hungry! That seems intuitively obvious and logical to me. Why would you eat when you're not hungry?Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: ZephyrZodiac on 2006 May 26, 00:24:20 Well, that's what I meant, I suppose, and since I use smart-serve, if I had them cook a meal when no-one was hungry (just because it was 13 hours since they got up) they wouldn't actually cook a meal, they'd just cook for themselves and then, if they were active sims they'd waste it, and if they were lazy ones, they'd eat it and get fat! So I don't tell them to cook a meal until at least two or three are hungry, and if the visitor from work leaves in a huff, too bad!
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: J. M. Pescado on 2006 May 26, 03:48:04 You could just cook the meal using the new OFB packratting option and then just let Macro-Eat handle it.
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: ZephyrZodiac on 2006 May 26, 11:11:55 Still only get enough meals for the sims who are hungry! One reason I don't bother with cafes, the only sims who can cook complete cakes are employees, so if your sim can't afford employees you're stuck.
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: dadditude on 2006 May 26, 12:47:29 Cook the meal using the OFB packratting option without the smart serve hack installed.
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: ZephyrZodiac on 2006 May 26, 12:57:53 Oh, forget that one - I have about forty houses and owned business, plus dorms and houses in uni - I can't keep taking the hack out and putting it back again! I think what is needed is a lot-specific smart-serve object that you can sell if you don't want it! But I hate having my sims make food that doesn't get eaten, and if there is only a parent and a child on the lot, the parent has to cook six meals in order for the fhild to get fed! Also, I like letting my kids make cereal and lunch meat sandwiches!
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: J. M. Pescado on 2006 May 26, 15:34:50 You don't have to worry about meals going uneaten if you're using Packratting. The uneaten meals are automatically stuffed back into the inventory for later consumption and do not spoil.
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: ZephyrZodiac on 2006 May 26, 16:12:26 Automatically? How do I get my sims to do that?
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: dadditude on 2006 May 26, 22:04:27 Click on a fridge, select make many... single plates or group meals, then the type of meal. they will maike them and stick them in their (or the lot owner's, if it's a business or home business lot) inventory.
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: ZephyrZodiac on 2006 May 27, 13:13:13 Mine DON'T - they serve the meals they've made, that's all they do with them! Only my employees can make meals, and since they usually set the place on fire, I've rather given up with cafes altogether!
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: J. M. Pescado on 2006 May 27, 14:53:47 Mine DON'T - they serve the meals they've made, that's all they do with them! Only my employees can make meals, and since they usually set the place on fire, I've rather given up with cafes altogether! This sounds clearly like the work of the non-Awesome.Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: ZephyrZodiac on 2006 May 27, 15:00:20 Well, I think it's because I didn't have firemod installed then, but it was mainly because townie employees when told to take a break would go and try to make hamburgers! And i hated the way visitors would just help themselves to food and try to cook it! So I rather gave up on cafes and stuck with shops. And I quite honestly find it all about the most boring aspect of the game so I don't spend a lot of time in businesses of any kind.
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: J. M. Pescado on 2006 May 27, 16:00:12 Well, I think it's because I didn't have firemod installed then, but it was mainly because townie employees when told to take a break would go and try to make hamburgers! And i hated the way visitors would just help themselves to food and try to cook it! So I rather gave up on cafes and stuck with shops. And I quite honestly find it all about the most boring aspect of the game so I don't spend a lot of time in businesses of any kind. Remove the grills. Maxis rarely properly seals the grills off to <shameless plug>Authorized Personnel Only (http://www.moreawesomethanyou.com/smf/index.php?topic=78.0)</shameless plug>, nor are townie-employees trained to actually properly operate one at the correct times.Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: ZephyrZodiac on 2006 May 27, 17:07:32 Well, I did, but after nearly being fried to a crisp twice in one sim day, Lilith sold the cafe and bought a toy store!
I'll maybe try it when I feel like a bout of cafe and restaurant owning, I'll even remove smart-serve! Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: Ness on 2006 May 29, 13:07:46 Attached error logs to do with bed nazi
[attachment deleted by admin] Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: ZephyrZodiac on 2006 May 29, 20:41:06 Seems we have an update folks! Thanks JM, looks like you've made several improvements!
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: cwieberdink on 2006 June 11, 11:27:42 Still having Bed Nazi issues. Here is the setup. One room with two single beds. One bed is a custom bed, one bed the Maxis "castle" fantasy bed. One clock. I have Sim A go in and set the clock for wakeup time, bed class and bedtime (always max). Sim B then goes in and also sets her wakeup time (same time) and the bedtime and the warning message. Bed Nazi is by default on.
Sim A can sleep in either bed in the room, no problem. Sim B can not sleep in either bed in the room as the Bed Nazi boots her. It has been pretty consistent doing it in this room only. In the room with the double bed, my sim hubby and I are both set up on the clock and can both sleep in the bed. Children are properly booted by the Bed Nazi. They are also being called to bed even if their energy bars are nearly full and their wake time is many many hours away (such as returning from honeymoon or recently caffeinated sims) it used to work perfectly. I think this particular house may be messing some things up. I'm about to post an error log elsewhere about the make..... option with the expensive stove. C Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: J. M. Pescado on 2006 June 11, 11:36:15 Are you using the new update? I think I specifically tested this case.
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: cwieberdink on 2006 June 11, 11:53:35 Are you using the new update? I think I specifically tested this case. I thought I was but my edition was two days older. I'll try it again. Will that also fix them being called to bed even if they're not tired?C Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: J. M. Pescado on 2006 June 11, 12:19:46 I thought I was but my edition was two days older. I'll try it again. Will that also fix them being called to bed even if they're not tired? You better be careful, or that might get called "Pulling a Cwieberdink". If they're being called to bed even when not apparently tired, that's because you've turned their bed time caller ON and based on a calculation of their present energy level and desired wake time, that happens to be the time they should be sent to sleep. This may appear to be high on energy, but it's a carefully calculated mathematical intercept. It is thus correct behavior.Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: cwieberdink on 2006 June 11, 12:23:40 I thought I was but my edition was two days older. I'll try it again. Will that also fix them being called to bed even if they're not tired? You better be careful, or that might get called "Pulling a Cwieberdink". Well, if you'll notice ZZ posted a "we have an update" message on the 29th of May. I went and d/l the update. I don't check every hack every day. :-P Don't worry, cwieberdink will from now on fervently check all hack versions before posting. C Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: ZephyrZodiac on 2006 June 11, 12:29:37 Now, wouldn't that be a good use for the News Box?
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: cwieberdink on 2006 June 11, 12:32:01 Now, wouldn't that be a good use for the News Box? ZZ!! You're mean! ;) C Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: J. M. Pescado on 2006 June 11, 12:32:08 Now, wouldn't that be a good use for the News Box? No. The newsbox is for IMPORTANT announcements, like Kewians being stupid, Cwieberdinks being dumb, Hobbsees having scrawny pencil necks, and BlueSoups being fatheaded.Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: J. M. Pescado on 2006 June 11, 12:32:50 ZZ!! You're mean! ;) Why, that's an excellent idea! I'm glad I thought of it!Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: ZephyrZodiac on 2006 June 11, 12:35:05 Now I'm just confused! And I thought it was pretty obvious what I meant, too. But I think someone just likes to be difficult, and pretend to get the wrong end of the stick, just as an excuse!
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: Magicmoon on 2006 June 13, 06:50:16 I had 2 teens in one room sharing a sleep clock, each with a single bed. Then my twin toddlers aged to children. My teens were getting ready to leave for college so rather than buy new beds and clocks I just reassigned everything to the toddlers-turned children.
One child went to bed just fine. But the sleep nazi keeps kicking the other girl to the curb. It worked fine with the 2 teens and the only thing that I changed was who was assigned to the sleepclock and beds. (Using Inge's reserved beds and patch-you can use both together). I double checked to make sure that the correct names were on both the beds and clock and they are. So why does she keep getting kicked out? Especially since it worked for the last 2 that were assigned to it? I have the latest version. I just downloaded again a few minutes ago just to be sure because you said this bug had been squashed. Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: RainbowTigress on 2006 June 13, 07:18:19 I just played a house for the first time since installing OFB. I have a sleep clock with a double bed and a married couple. When she went to relax on the bed, the sleep clock kicked her to the curb, saying NO BED FOR YOU! But she is assigned to the sleep clock as is her husband, and they have a great relationship. I turned off the bed nazi for now, but I wondered why that happened? It sounds similar to the problem described by magicmoon, only I'm not using a resealable bed patch or anything, and this clock has been assigned to her and her husband for a long time.
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: ZephyrZodiac on 2006 June 13, 08:48:06 I never noticed this, but I don't think I turn the Bed Nazi on as, apart from the occasional parent deciding to lie on the kid's bed and read, I don't really have a problem with sims sleeping in the wrong bed. In fact, mostly sim kids in my game just go and nap somewhere, since OFB they almost never put themselves to bed!
Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: RainbowTigress on 2006 June 13, 10:12:20 I'm pretty sure the Bed Nazi is on by default. I have to turn it off if it causes undesirable effects. When JM first introduced the Bed Nazi, there was no option to turn it off, and we complained so that he added an option to turn it off and on, thankfully. Sometimes it was interfering with my Romance sims being able to get it on with their lovers, even when they were best friends. The problem with sims sleeping in the wrong bed is that it blocks the owner of that bed from sleeping in it when called by their own sleep clock.
I use TJ's no autonomous napping, so my sims never nap on the sofa or wherever. It always seemed like such a waste of time. They get very little energy from it, and if the radio or TV is on, they don't get to sleep much anyway. I was using Inge's no napping patch until TJ improved on it by just removing the autonomy. Now I have the option to have them nap if I want, but they don't always go off napping somewhere all the time, even when they aren't that tired. Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2006 June 13, 10:33:36 I just played a house for the first time since installing OFB. I have a sleep clock with a double bed and a married couple. When she went to relax on the bed, the sleep clock kicked her to the curb, saying NO BED FOR YOU! But she is assigned to the sleep clock as is her husband, and they have a great relationship. I turned off the bed nazi for now, but I wondered why that happened? It sounds similar to the problem described by magicmoon, only I'm not using a resealable bed patch or anything, and this clock has been assigned to her and her husband for a long time. This sounds like a bug which has already been fixed. Update to the new version.Title: Re: Programmable Sleep Clock v3.31 Post by: RainbowTigress on 2006 June 13, 10:46:23 I am using the 5/31 version of the sleep clock in the OFB directory. I just checked it.
Title: Re: Programmable Sleep Clock v3.31 Post by: ZephyrZodiac on 2006 June 13, 10:47:22 Quote I use TJ's no autonomous napping, so my sims never nap on the sofa or wherever. It always seemed like such a waste of time. They get very little energy from it, and if the radio or TV is on, they don't get to sleep much anyway. I was using Inge's no napping patch until TJ improved on it by just removing the autonomy. Now I have the option to have them nap if I want, but they don't always go off napping somewhere all the time, even when they aren't that tired. The recliner that came with OFB, and is thankfully not damaged like the sofas and looks quite good in a bedroom with the matching bed etc., is far better than even the expensive recliner! Title: Re: Programmable Sleep Clock v3.31 Post by: Magicmoon on 2006 June 13, 11:12:57 I just played a house for the first time since installing OFB. I have a sleep clock with a double bed and a married couple. When she went to relax on the bed, the sleep clock kicked her to the curb, saying NO BED FOR YOU! But she is assigned to the sleep clock as is her husband, and they have a great relationship. I turned off the bed nazi for now, but I wondered why that happened? It sounds similar to the problem described by magicmoon, only I'm not using a resealable bed patch or anything, and this clock has been assigned to her and her husband for a long time. This sounds like a bug which has already been fixed. Update to the new version. I know I have the latest version too. See post #174 Title: Re: Programmable Sleep Clock v3.31 (02/01/06) Post by: cwieberdink on 2006 June 13, 11:13:45 I'm pretty sure the Bed Nazi is on by default. I have to turn it off if it causes undesirable effects. When JM first introduced the Bed Nazi, there was no option to turn it off, and we complained so that he added an option to turn it off and on, thankfully. Sometimes it was interfering with my Romance sims being able to get it on with their lovers, even when they were best friends. The problem with sims sleeping in the wrong bed is that it blocks the owner of that bed from sleeping in it when called by their own sleep clock. I use TJ's no autonomous napping, so my sims never nap on the sofa or wherever. It always seemed like such a waste of time. They get very little energy from it, and if the radio or TV is on, they don't get to sleep much anyway. I was using Inge's no napping patch until TJ improved on it by just removing the autonomy. Now I have the option to have them nap if I want, but they don't always go off napping somewhere all the time, even when they aren't that tired. HA! So it's not just a cwieberdink problem! C Title: Re: Programmable Sleep Clock v3.31 Post by: Magicmoon on 2006 July 31, 09:37:15 I have intermittent trouble with with making beds and tucking in. Sims are being kicked to the curb by the bed nazi. Sometimes it affects one sim, but not another. Other times the same sim can perform an act but gets kicked if he/she tries to perform the same act at a later time...or vice versa, the first time they get kicked, next time they don't.
I find no difference between directing a sim to do these actions or them performing them autonomously. I am aware that I can turn off the nazi, but it does such a great job on keeping things straight unless it decides to randomly kick a sim. Any suggestions? Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2006 July 31, 12:32:36 If the actions are operating at low priority, they may be seen as autonomous. I have never seen this with making beds, although this is rarely necessary, and I have no idea what "tucking in" is, other than that it sounds pointless.
Title: Re: Programmable Sleep Clock v3.31 Post by: Magicmoon on 2006 August 01, 05:36:21 Tucking in is actually pointless, but sometimes my sims do it autonomously anyway. They just go up to a sleeping child or toddler and give them a kiss after they are asleep. I only bother with making beds when I am going to give a tour to the headmaster, but sometimes they make beds autonomously too.
I'm aware that you don't like freewill so most likely haven't seen tucking in. However, I enjoy freewill because I like to laugh at how stupid they are. It is not a huge problem, but sometimes I have a really stupid sim who gets kicked to the curb because of the action, then decides it is a good idea to go tuck the rest of the kids in too, even though they get kicked over and over. Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2006 August 01, 05:56:53 I do not understand the logical purpose of such an action. Why would you do such a thing in real life? It seems pointless, at best you will just wake the little screaming monster, and then you'll be in for it.
Title: Re: Programmable Sleep Clock v3.31 Post by: dizzy on 2006 August 01, 19:34:03 I think the cliche is you see someone thrashing around because they're cold, so you pull the covers up over them to keep them warm. The kissing part is the creepy westernization that is probably best not thought about. ;)
Title: Re: Programmable Sleep Clock v3.31 Post by: kewian on 2006 August 02, 01:42:22 its not creepy. Children feel safe and loved when they are tucked in. Preferably done while putting child to bed, or if covers have been knocked off. ((cant picture Pescado tucking anyone in.....*shudders*))
Title: Re: Programmable Sleep Clock v3.31 Post by: ElfPuddle on 2006 August 02, 01:48:55 I think it's reassuring that he doesn't tuck anyone in.
Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2006 August 02, 01:56:23 its not creepy. Children feel safe and loved when they are tucked in. Preferably done while putting child to bed, or if covers have been knocked off. ((cant picture Pescado tucking anyone in.....*shudders*)) You're not supposed to feel safe when asleep. Sleep should rightly be viewed as being terrifying and fraught with peril, so children can be trained not to do it. What else can you really consider the shutting down of active sensors? If you want them to feel SAFE, you post watches and teach them to either sleep in shifts or not at all.Title: Re: Programmable Sleep Clock v3.31 Post by: kewian on 2006 August 02, 02:32:06 yes drill sergeant...in shifts!!! *tells other moms to put babies on the first shift ...crawl and trip intruders, toddlers the second shift .. whining and temper tantrums to distract intruders, and children the third shift...jump up and down and off the walls to distract invaders. You mean like THAT??????? :o
Title: Re: Programmable Sleep Clock v3.31 Post by: Waldi on 2006 September 03, 12:05:54 is there a chance you could do an upgrade to include the new double bed from the glamour life pack into the calculating routines, please?
that new bed comes with energy 7, so using any E6 setting for the clock wastes time in the evening Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2006 September 03, 12:18:30 I'd have to determine what the true energy/hr of that bed is first. Does the E7 setting not work? E7-37 would be what it would be if it followed the existing curve, but it's hard to say.
Title: Re: Programmable Sleep Clock v3.31 Post by: Waldi on 2006 September 03, 13:42:15 Does the E7 setting not work? Ooops, my mistake... well i didn't even know the clock had a E7 setting! it's not mentioned in the readme i printed out as reference and i hardly ever use the E8 beds in the game so i never looked that far :-[I guess E7 will do the trick then... sorry for bothering you! Title: Re: Programmable Sleep Clock v3.31 Post by: Li'l Brudder on 2006 October 22, 02:01:36 What does each setting mean?
I'm trying to figure one out for the new SIm bed provided with pets. Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2006 October 22, 03:48:59 EX is meaningless, but roughly corresponds to the value of the "energy" rating as listed in the catalogue. For a Maxian bed, this is probably a good estimate. The -XX part indicates how many points of energy are actually gained per hour in it, but you can't directly see this without poking in SimPE.
The Atomic Double is 37 EPH bed, which makes it an E7-37 (it says E6, but this part really means nothing, and the E7 rating was penned based on interpolating between E6-36 and the medieval's E8-38). The single is an unexceptionally crappy E3-28. Don't use it. Manual updated to include this and the GLS bed. No actual hack update. Title: Re: Programmable Sleep Clock v3.31 Post by: Li'l Brudder on 2006 October 22, 17:24:00 Thanks Pes, I was going to use the double bed anyways.
:) Title: Re: Programmable Sleep Clock v3.31 Post by: dizzy on 2006 November 08, 16:58:37 I think I've come up with a way to do automatic class bed setting. I've verified that the Lua code works, anyway:
Code: local bed = GetPrimitiveParameter(0) All you'd have to do is pass the bed objectId to the Lua, and this would give you the Energy rating. Title: Re: Programmable Sleep Clock v3.31 Post by: Motoki on 2006 November 09, 05:52:15 Well that would be nice. I hate having to look up those darned codes to set it. And I never know what to do custom beds with or beds in a new expansion or stuff pack.
Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2006 November 09, 09:00:14 I think I've come up with a way to do automatic class bed setting. I've verified that the Lua code works, anyway: Oh? Now that's interesting. What LUA is this?Code: local bed = GetPrimitiveParameter(0) All you'd have to do is pass the bed objectId to the Lua, and this would give you the Energy rating. Title: Re: Programmable Sleep Clock v3.31 Post by: dizzy on 2006 November 09, 11:18:12 I have a demonstration of how to do Lua like that in my new (lua-tester2b) hack I just posted.
Title: Re: Programmable Sleep Clock v3.31 Post by: twojeffs on 2006 November 10, 05:09:57 Oh, shiney! Thanks for pointing that out, Dizzy. I need that for ACR so I can abandon my half-assed workaround I had to do for sleepage after woohoo. ;D
ETA: Ah, so that's a custom lua function you wrote. Easy enough to define as a local lua object in the controller though. I'll have to give it a shot. Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2006 November 10, 05:57:11 Do I need to install some janky program to mess with this LUA stuff or can this be done in NOTEPAD? I hate installing crap.
Title: Re: Programmable Sleep Clock v3.31 Post by: twojeffs on 2006 November 10, 07:18:30 You can define it as a local function and just include the code to run in the text file. I've seen examples of that in the code. Unfortunately I don't remember where at the moment. I'll have to dig one up to verify how it's done. That way you don' t need to compile an actual lua file at all.
Title: Re: Programmable Sleep Clock v3.31 Post by: dizzy on 2006 November 10, 10:49:02 If you clear the bit 0 of flags in the Lua primitive, the SimAntics game engine will execute a Lua loadstring() of the indicated STR#'s description after doing a quick filter (they don't let you dofile() anymore, for example). I've been doing this for the past couple weeks in testing, and I've had no real problems.
Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2006 November 10, 11:57:54 ...in English this time?
Title: Re: Programmable Sleep Clock v3.31 Post by: dizzy on 2006 November 10, 13:20:33 Let's look at an example:
Code: # Group = 0x7F1D0F49, Instance = 0x1030 Look through that mess of code and you'll eventually notice this: Code: 59: Lua: Private - "OpenBirth", defined in description, Passing in params where param 0 = Local 0, param 1 = 0, param 2 = 0; true: 2E, false: 2E Notice that both those Lua primitives are "defined in description" as per their flags settings. Now, if you look at "Group = 0x7F1D0F49, STR# 0x130(Lua Scripts)", you see this: Code: 0x0: OpenBirth The description for the first string contains the Lua code for the first command, and the description for the second string contains the code for the second. Pretty simple, really. Title: Re: Programmable Sleep Clock v3.31 Post by: twojeffs on 2006 November 10, 18:49:21 Ah yes, the pet birth code. That's where I saw the local lua code. Thanks again Dizzy. :)
Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2006 November 10, 20:48:08 That made much more sense. How reverse-compatible is this, though? How far back in the engine can we expect to be able to do this?
Title: Re: Programmable Sleep Clock v3.31 Post by: dizzy on 2006 November 10, 21:38:21 I think Lua in descriptions goes back to Nightlife, albeit about half the global functions were probably added for OfB. Probably would be a good rule of thumb to require OfB or newer for Lua mods.
Title: Re: Programmable Sleep Clock v3.31 Post by: ThyGuy on 2006 November 14, 06:52:48 I'm having a oddity. All my sims run to the bed and go into a "go to bed" "Be used" querie seizure. At first I thought it was twojeffs ownership of beds hack, but when I removed that; this problem continued. I have now removed all hacks that have to do anything with beds except the clock, made sure them bastards were truly gone, and it's still doing the same thing.
I removed my moreawesomethanyou directory, Dl'ed the most up to date OFB version, and immediately they resume the querie seizure. Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2006 November 14, 07:52:12 How are you triggering this? Does it happen on its own, or are you manually issuing the orders?
Title: Re: Programmable Sleep Clock v3.31 Post by: ThyGuy on 2006 November 14, 09:09:58 This happens on its own.
The clock tells sim to head to bed. They run to the side of the bed and the loop begins and doesn't stop until the game is paused and the querie is killed. They will get in the bed if you manually make them. In a double bed, the querie reacts by flooding the top of the screen with the "Go to sleep" "be used" icons. In a single bed, they don't even attempt to go to the bed. the querie comes up, and goes away, and then repeats. I'm going to turn on debug and see if it causes a error, but all it seems to be doing is going into a impossible command loop. Edit: Apparently something messed up the clocks in every lot in the neighborhood. Removing the clocks and putting new ones fixed the problem. twojeffs bed ownership hack appeared to caused some sort of spazz out, and the clocks retained this spazziness even after the bed ownership hack being removed. Title: Re: Programmable Sleep Clock v3.31 Post by: jsalemi on 2006 November 27, 13:40:29 I like how the latest version auto-determines the proper setting for the bed, but I'm a bit unclear on how it all works. So let me say how I understand it, and you tell me if I'm wrong. :) And then I have a question or two.
1) When putting the SC on a new lot, it automatically determines the proper setting for the bed, so the sim only has to set the wake time and the bed time settings. 2) On existing lots, the SC adjusts to the bed that's there (since the 'bed class' menu item is gone). So, does the auto-bed class work with any bed, even custom ones? Or will we still have to set custom ones manually? (I haven't played any lots with custom beds yet.) Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2006 November 27, 15:13:31 Post-OFB games should be able to autodetect the sim's bed level, provided no one is in it at the time. If the autodetect succeeds, the only option you can set it to will be the correct one.
Title: Re: Programmable Sleep Clock v3.31 Post by: dizzy on 2006 November 27, 17:18:22 So, does the auto-bed class work with any bed, even custom ones? Or will we still have to set custom ones manually? (I haven't played any lots with custom beds yet.) As long as the custom beds work with the BedGlobals, it should work with the auto-detect. AFAIK, there are no custom beds that don't use BedGlobals. Title: Re: Programmable Sleep Clock v3.31 Post by: jennydeenyc on 2006 December 11, 06:04:15 I have one custom bed who's Comfort/Energy stats don't seem to match any other bed (single, double, Maxis or custom) in my catalog. Not sure what class to set the clock for. It's a single bed from Kate @ Parsimonious with Comfort 7 & Energy 10, no Environment. Any thoughts?
Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2006 December 11, 08:24:18 If the "auto" option exists, it will autodetect it.
Title: Re: Programmable Sleep Clock v3.31 Post by: jsalemi on 2006 December 11, 14:21:01 Post-OFB games should be able to autodetect the sim's bed level, provided no one is in it at the time. Ah, ok -- I was wondering why the full bed class list was showing up when I checked it -- the sims were asleep at the time. I'll have to remember to do it while they're awake. Title: Re: Programmable Sleep Clock v3.31 Post by: V on 2006 December 22, 16:32:23 All of a sudden, many of my teens and children are popping out of bed in the middle of the night. It usually happens just when everyone in the house is asleep and the clock automatically goes to 3.They are not energy refreshed and their beds' covers are lumped up as if they are still inside.
When I removed the sleep clock from the two child/teen bedrooms in one of my homes they were able to sleep through the night. The parents are unaffected and sleep through the night just fine, waking fully refreshed at the proper time. Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2006 December 22, 18:51:22 That sounds like an error. Get an error log.
Title: Re: Programmable Sleep Clock v3.31 Post by: jsalemi on 2006 December 22, 23:16:32 All of a sudden, many of my teens and children are popping out of bed in the middle of the night. It usually happens just when everyone in the house is asleep and the clock automatically goes to 3.They are not energy refreshed and their beds' covers are lumped up as if they are still inside. That sounds like a bug that TJ recently squashed in his Smart Beds hack -- do you use that? If so, have you updated it to 0.90? Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2006 December 22, 23:42:21 Not sure why you'd need a smart bed if you have the smart clock.
Title: Re: Programmable Sleep Clock v3.31 Post by: V on 2006 December 23, 04:39:49 The smart bed let me pick a bed by putting the sim nearby (or relaxing in) the bed of choice and choosing "adjust... bed ownership... own this bed" which was especially useful for homes with lots of kids sharing one room. The smart clock (and the reason it took me until recently to try using it again) used to require having some idea of which one of the E*..* codes was the right one for the right bed. If the smart clock is smarter about which bed belongs to which sim nowadays or if the smartbeds is superfluous in the face of smart clock then I will remove it.
I had come back earlier this evening to put in the error report for the teenager as you suggested, JMP, when I saw jsalemi's message regarding the update for the smartbeds. I thought I did have the latest version of smart beds but figured I should check before I posted a reply. Jsalemi, that was the problem. I had the old one from earlier in December. Once I updated the file and sent the kids back to bed the next sim night they slept straight through without any trouble. Thank you for pointing me in the right direction. Pescado, I am terribly sorry that I suspected it was your impeccable smartclock that was at fault. I certainly should have known better. ;) Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2006 December 23, 06:25:42 The smart bed let me pick a bed by putting the sim nearby (or relaxing in) the bed of choice and choosing "adjust... bed ownership... own this bed" which was especially useful for homes with lots of kids sharing one room. The smart clock (and the reason it took me until recently to try using it again) used to require having some idea of which one of the E*..* codes was the right one for the right bed. If the smart clock is smarter about which bed belongs to which sim nowadays or if the smartbeds is superfluous in the face of smart clock then I will remove it. It sounds like they both may be interacting with the same feature, so they probably do work together, although I find that the default Maxian-level bed imprinting works fine.Title: Re: Programmable Sleep Clock v3.31 Post by: witch on 2007 March 20, 08:49:46 Would it be possible to update the sleep clock to override the skillinator only?
I don't use the sleep clock max setting because sometimes I want my sims to finish a social interaction or a meal or whatever before they go to bed. Without max setting on, sims don't drop out of skillinator mode when the sleepclock queues. I quite often have mys sims skillinating to fill up the hour or two before bedtime and it's a pain babysitting them to turn off the skilling so they don't miss too much sleep. Any chance of a modification? Title: Re: Programmable Sleep Clock v3.31 Post by: RainbowTigress on 2007 March 20, 11:34:39 That actually sounds like a cool idea.
Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2007 March 20, 11:39:39 Would it be possible to update the sleep clock to override the skillinator only? Not sure how this would work. I'm not sure if max currently does Max-Insert, inserting itself into the queue instead of stomping it, but in either event, such an act would either wait until the hand-off of the current interaction, or stomp said current action.I don't use the sleep clock max setting because sometimes I want my sims to finish a social interaction or a meal or whatever before they go to bed. Without max setting on, sims don't drop out of skillinator mode when the sleepclock queues. I quite often have mys sims skillinating to fill up the hour or two before bedtime and it's a pain babysitting them to turn off the skilling so they don't miss too much sleep. Title: Re: Programmable Sleep Clock v3.31 Post by: witch on 2007 March 21, 08:51:44 So you can't pick a particular action to stomp? To stomp or not to stomp, that is the question. 8)
ETA: Or could the skillinator be set to calculate bedtime if the sleep clock is present on the lot? Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2007 March 21, 10:11:22 So you can't pick a particular action to stomp? To stomp or not to stomp, that is the question. 8) That's pretty trivial, I already have an API hook to poll the sleep clock for the bedtime, but the thing is, I, personally, often overdrive past that bedtime if I have some more important objective in mind, and make up the energy loss as needed with macrocaffeination.ETA: Or could the skillinator be set to calculate bedtime if the sleep clock is present on the lot? Title: Re: Programmable Sleep Clock v3.31 Post by: Magicmoon on 2007 March 21, 10:16:11 I, personally, often overdrive past that bedtime if I have some more important objective in mind, and make up the energy loss as needed with macrocaffeination. Me too. I don't want the sleepclock to stomp the skillination. Title: Re: Programmable Sleep Clock v3.31 Post by: witch on 2007 March 21, 10:56:09 Me too. I don't want the sleepclock to stomp the skillination. I was hoping for an option, not an absolute. ETA: That's pretty trivial, I already have an API hook to poll the sleep clock for the bedtime, but the thing is, I, personally, often overdrive past that bedtime if I have some more important objective in mind, and make up the energy loss as needed with macrocaffeination. What do you do if you don't drive past the bedtime, do you manually stomp the skillination? Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2007 March 21, 13:55:28 What do you do if you don't drive past the bedtime, do you manually stomp the skillination? Pretty much.Title: Re: Programmable Sleep Clock v3.31 Post by: witch on 2007 March 22, 00:21:43 Pretty much. Damn. So I can't talk you into an autostomp feature? :-* Title: Re: Programmable Sleep Clock v3.31 Post by: Cyjon on 2007 April 13, 03:48:26 My sims were frequently not getting the "one hour before bedtime" warnings and I was trying to figure out why. I think I found two problems, both in "Sub - Send Katemonster Warning".
On line A you have "My Attribute 0x09 := Hour". I believe that should be == not := since, as it stands, the second sim on a clock will never get a warning. After I made that change I was getting more warnings but still missing some. I finally realized that it was people with midnight bedtimes. That led me to line 4 "Param 0x01 -= literal 0x01". That gives a warning time of -1 for midnight bed times, and apparently the mod command in the next line doesn't process that -1 correctly. I changed that to add 0x17 rather than subracting 1 and it works fine. I've tested it for a few game days and missed only one warning, but I suspect it was some kind of roundoff error. Something like at 9:59 bedtime is supposed to be at 11:01, which rounds to 11:00, so a warning at 10. Then at 10:00, the sim's energy has dropped, bedtime is 10:59 which rounds to 10 and it's time to go to be - no warning given. Not much you can do about that. Title: Re: Programmable Sleep Clock v3.31 Post by: Magicmoon on 2007 June 02, 16:55:17 Sims who are in the middle of cooking get whisked off to bed while the pot is on the stove.
I've been watching and I found out that when they cook they have an icon in their queue. But while the pot is simmering, or the item is in the oven, toaster, or mic, the icon drops out of their queue momentarily. Then when the food is done, the icon comes back into their queue, they retrieve their food and sit down to eat. This is how a normal Sim cooks when they don't 'walk away from the stove'. The problem I'm having is that the sleepclock will call them to bed while they are in that time frame that doesn't have the icon in their queue. So they run off to bed, leaving the food to start a fire. If I catch them in the act, I can cancel the sleep call, but the food will always be burned by the time they walk back to the stove because they ran away from it toward the bed. Title: Re: Programmable Sleep Clock v3.31 Post by: jsalemi on 2007 June 02, 19:03:28 Squinge has a 'don't walk away while cooking' hack that stomps that problem (and any other stupidity while they're cooking).
Title: Re: Programmable Sleep Clock v3.31 Post by: seelindarun on 2007 June 02, 19:15:51 The sleep clock doesn't stomp user-directed actions to cook and eat a meal, as long as the whole cooking process uses only the range. If it's free will cooking, then sleep clock will take over no matter what they're cooking.
I doubt there's any way to change this since user-directed actions (incl. sleep clock) take priority over autonomous ones. If a sim uses the oven at any point (autonomously or not), then there's an opening in the queue for free will, or power idle, or pretty much anything to come in and interrupt. I usually set the sleep clock with warnings on, and then keep an eye on any sim who's preparing a bedtime snack. If I let some sims free-range, I expect stupidity and demand that they live with the consequences. If I must have order, then I slap a no-autonomy security system in the kitchen. :) Title: Re: Programmable Sleep Clock v3.31 Post by: Magicmoon on 2007 June 02, 21:09:01 Squinge has a 'don't walk away while cooking' hack that stomps that problem (and any other stupidity while they're cooking). I'm using it. The only time the problem happens is those few seconds of time when the icon drops out of the queue (Maxis design). During this period of time is when a Sim might normally wander away from the stove. A few moments later another icon will appear in their queue to call them back to the stove. Squinge's hack keeps them there during this timeframe, unless the sleepclock kicks in. Then the 'call back to stove' icon appears in the queue after the 'go to bed' and 'buy' icons. Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2007 June 03, 00:44:55 The next edition of noadhd will include a fix for the ADHD cooking.
Title: Re: Programmable Sleep Clock v3.31 Post by: witch on 2007 June 03, 01:15:49 You beaut! Don't suppose there's any chance of looking at stompinating the macroskilling at bedtime is there? While you're having a look at this mod?
Title: Re: Programmable Sleep Clock v3.31 Post by: Gwill on 2007 June 08, 14:19:56 I'm having a lot of problems with sims refusing to go to bed, or even waking up and getting out of bed, because other sims are relaxing in their (double) bed; even if they are close friends.
I'd also like something that kicks relaxing parents out of a child's bed; there's no reason they should be allowed to do that, regardless of relationship. Title: Re: Programmable Sleep Clock v3.31 Post by: jsalemi on 2007 June 08, 15:32:00 Have you turned on the Bed Nazi for those beds? That should keep everyone who's not assigned to the bed out of it unless they're specifically invited in.
Title: Re: Programmable Sleep Clock v3.31 Post by: Gwill on 2007 June 08, 18:09:25 Bed Nazi is on. That's the default too, isn't it?
It does kick out sims who try to sleep in the wrong bed, but it allows them to relax in it for some reason. As far as I understand friends of the bed's owner is allowed to relax in the bed (to facilitate woohoo). Would it be possible to at least disable that loophole for family members (who you can't woohoo anyway) and for single beds in general? Title: Re: Programmable Sleep Clock v3.31 Post by: witch on 2007 June 08, 21:50:59 Bed nazi is working intermittently only for me. Had a parent go to sleep in a child's bad last night, plus the child has been able to sleep in the parent's double bed. Sometimes Bed Nazi gets them and I see them heading for the door. I don't use Smart beds or any other bed hack. This happens on both Maxis and custom beds.
Title: Re: Programmable Sleep Clock v3.31 Post by: Gwill on 2007 June 09, 09:27:15 I've installed the latest sleepclock, the one updated last night, and I still caught a parent sleeping in a child's (single) bed without the nazi reacting.
I haven't had a chance to see how double beds are acting now. Edit: Here's a bunch of error logs from me too. These occured while a parent was relaxing in the children's double bed. Errors kept coming until I hit delete. I think these are all the logs. Title: Re: Programmable Sleep Clock v3.31 Post by: Magicmoon on 2007 June 09, 17:04:12 I'm having problems with the latest update of sleepclock.
The sleepclock is on the bedside table, unset. I send wife to set clock, then to sleep in pj's. I told the husband to do the same. When the wife was getting into the bed and the husband was trying to set the clock for himself, these errors started coming up. Reset and cancel did nothing. On the 7th pop-up I chose delete and the clock disappeared. Even though these say "Hit Break Point Primitive", I did not force an error on anything. Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2007 June 10, 04:41:33 Should be fixed now.
Title: Re: Programmable Sleep Clock v3.31 Post by: Magicmoon on 2007 June 25, 21:04:08 You have said that queue stompage=bad. I agree. I have sleepclocks set with bedtime>on, not Max.
Whenever a Sim is doing something user directed and the sleepclock kicks in, they finish their task then take off to bed. EXCEPT when it comes to homework. If a parent is helping a child learn to do their homework and either sleepclock (parent's or child's) kicks in, the queue is stomped. Most (or all...I'm not sure) of the time children doing homework alone are also called away to go to bed. I haven't done a successful test on macro>do homework to see if it is also affected. The problem comes in because on the day that kids need to learn how to study, it takes longer to get both a parent and child home at the same time and in good enough condition to get them to study together on the homework. I think macro>do homework is supposed to grab a parent to help them if they don't have the study memory yet, but I haven't had any success with that. They take off to do it alone. Even when I direct a kid to ask for help, it usually drops out of queue long before the two end up near the desk. It often takes 2-3 tries before I am successful at getting the parent to help the child, so when I finally do get them together, I would prefer if the sleepclock didn't stomp it. There have been occasions where the child was too sleepy to continue and they get up by themselves to go to bed. This I understand and don't have a problem with. It's just the queue stomping that bothers me. I've also had some inconsistent errors, mostly involving new children. Here is one example: Twins turn into children. I buy them beds and a sleepclock to share. Although the beds were custom, they are in use in most of my lots and the sleepclock is working fine with them. I tell twin1 to set bed class, set wake time, and turn on bedtime. It started throwing errors. Then I tried just setting bed class and it kept throwing errors. I tried the 2nd twin with the same result. Adult didn't error. Finally I decided they needed to be in a larger house anyway and moved the family. Sleepclock set fine in the new house. But I noticed that I didn't have to set the bed class. I was curious. Sometimes new sleepclocks need the bed class set, and other times not. Usually the ones that don't need set were placed in the room several hours before I had anyone try to set it. Does it just look around to see what bed it will be assigned to even though it hasn't been set yet? Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2007 June 26, 00:48:21 The problem comes in because on the day that kids need to learn how to study, it takes longer to get both a parent and child home at the same time and in good enough condition to get them to study together on the homework. I think macro>do homework is supposed to grab a parent to help them if they don't have the study memory yet, but I haven't had any success with that. They take off to do it alone. Even when I direct a kid to ask for help, it usually drops out of queue long before the two end up near the desk. It often takes 2-3 tries before I am successful at getting the parent to help the child, so when I finally do get them together, I would prefer if the sleepclock didn't stomp it. The homework action is Defective By Design. Use Macro Concentrate to reduce the ADHD problems or use Do Homework from Macrotastics for the built-in ADHD compensator.I've also had some inconsistent errors, mostly involving new children. Here is one example: Error is non-Awesome, remove the non-Awesome.Title: Re: Programmable Sleep Clock v3.31 Post by: witch on 2007 June 28, 07:28:20 Error is non-Awesome, remove the non-Awesome. Would you mind elaborating please? Non awesome hacks or non-awesome beds or what? My sleepclocks have been a bit dicey about setting bed type lately too. It was saying auto for a while, then there was nothing. Title: Re: Programmable Sleep Clock v3.31 Post by: jrd on 2007 June 28, 07:31:09 If it says nothing, it's already set to something. Some beds seem to be automatically detected (without need to manually choose auto).
Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2007 June 28, 07:46:39 The "default" setting used by the Sleep lock is 36, so any E6-36 (Original Colonial Ironwood) bed is already set. This is because the E6-36 bed was treated as the de-facto bed standard in the original game when this was first made.
Title: Re: Programmable Sleep Clock v3.31 Post by: witch on 2007 June 28, 08:09:05 So if a cheapish custom bed has the same stats as the ironwood one, the sleepclock would detect that and not display the auto setting?
Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2007 June 28, 08:58:06 So if a cheapish custom bed has the same stats as the ironwood one, the sleepclock would detect that and not display the auto setting? If you're using crappy clone content, which some lazy cloner didn't bother to change so its values reflected its cost, yes.Title: Re: Programmable Sleep Clock v3.31 Post by: Gwill on 2007 June 30, 13:30:26 Can I request a small feature.
I've recently started allowing sims to run free when they have nothing definite to do, like skillinating. When they wear themselves out, they tend to try to go to sleep in the closest bed, which half the time is not theirs, resulting in bed nazi sending them on a long trek across the lot to the mail box, where they turn around and head for bed again, rinse and repeat. Is there any way the bed nazi could check how tired a sim is, and directing them to their own bed if needed, in stead of chasing them off to the mailbox? Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2007 June 30, 15:35:58 Can I request a small feature. This is possible. It will be looked into.I've recently started allowing sims to run free when they have nothing definite to do, like skillinating. When they wear themselves out, they tend to try to go to sleep in the closest bed, which half the time is not theirs, resulting in bed nazi sending them on a long trek across the lot to the mail box, where they turn around and head for bed again, rinse and repeat. Is there any way the bed nazi could check how tired a sim is, and directing them to their own bed if needed, in stead of chasing them off to the mailbox? Title: Re: Programmable Sleep Clock v3.31 Post by: MasterDinadan on 2007 July 07, 14:45:31 Sims who die are not unassigned from the Sleep Clock.
I don't know if this actually causes any problems, but I did notice a ghost on my lot (who was assigned to the sleep clock before she had died) float over to the bed in the middle of the day and wondered if the sleep clock might have had something to do with it. After I noticed this, I checked the sleep clock and I was able to unassign the deceased Sim. Edit - I'm a Seasons nub, and after playing that lot a little more I'm guessing that ghosts come out during the day if it rains... This probably had nothing to do with the sleep clock after all, although she was still assigned to it while dead (I doubt it actually did anything though) Title: Re: Programmable Sleep Clock v3.31 Post by: Kyna on 2007 July 08, 04:11:04 MasterDinadin, if lightning strikes the tombstone then the ghost will come out whether it's day or night. Ghosts do like to haunt their own beds, with or without the sleepclock. This is why they usually head there pretty much straight away when they come out to haunt, and why they get upset if you sell their bed.
Pescado, while we're on the subject of beds and ghosts: I've noticed I can have the ghostbuster picture in all the bedrooms (and in all the rooms leading to the bedroom area), but the ghosts seem to get the "haunt bed" interaction while still outside and make a beeline for the bed. They don't notice the ghostbuster until after they've haunted the bed. Which kind of defeats the purpose - the main reason I use the ghostbuster poster is to stop the ghosts haunting the beds and scaring my simkids. I want roaming ghosts, I just want them to leave the beds alone. Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2007 July 08, 04:56:03 The ghost doesn't seem to respond to being zapped until after it stops moving, that's the thing. However, it will usually expel the ghost before it can manage to do anything except stop.
Title: Re: Programmable Sleep Clock v3.31 Post by: Gwill on 2007 July 08, 15:44:32 Also, any chance of making the bed nazi not kick out sims who are merely trying to make the bed?
I think I told you already, but anyway; assigning servos to coffins still does not work. They go to bed, then immediately get back out (not bed nazi, they just "wake up"); sending them to bed manually works fine. I'm wondering if it has to do with the difference between energy and power. Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2007 July 08, 20:06:08 The Sleep Clock does not wake up sims, so not sure what's going on there. Are they fully recharged? Perhaps it's the coffin code which is wonky, and Servos were not meant to use coffins.
Title: Re: Programmable Sleep Clock v3.31 Post by: Gwill on 2007 July 09, 12:44:11 It's definitely not recharged; that's why I'm sending it to bed in the first place. I to use beds to recharge servos, and the coffin is just standing there unused all night anyway; not to mention that it's a very good source of energy, without any of that comfort fuzz that servos don't need anyway.
It's definitely a sleep clock issue. The servo doesn't have anything queued, and sending it to sleep manually works fine, even in the exact same coffin. Title: Re: Programmable Sleep Clock v3.31 Post by: nekonoai on 2007 July 09, 18:56:14 Is there any way to manually set bed time, like there is for wake time?
This object confuses me, because I'm stupid. It doesn't work for me or something. and people sleep in other people's beds even when I assign them to a specific clock. does that matter? Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2007 July 10, 03:55:16 There's no manual bedtime. The bedtime is calculated based on the recharge rate of your bed combined with the desired wake time. The clock automatically makes the calculations to determine when that is, which changes based on your sim's energy status.
Title: Re: Programmable Sleep Clock v3.31 Post by: jsalemi on 2007 July 16, 13:19:53 I know this hasn't been updated since mid-June, so maybe it's the latest Seasons patch causing it, but the bed nazi suddenly seems much more agressive. It's kicking out parents who autonomously go into the kid's bedroom to tuck them in, or neat sims autonomously going into another bedroom to make the beds. It wouldn't be bad if it didn't send them all the way to the curb, but I've been surprised many times to see a sim heading for the door that currently wasn't under my control, only to find a 'No bed for you!' icon in their queue. I've had to turn off the bed nazi in pretty much every lot with kids or a particularly neat sim.
Title: Re: Programmable Sleep Clock v3.31 Post by: BattyCoda on 2007 July 16, 16:28:22 I have seen this behavior as well. This was a parent heading up to "Tuck in".
Title: Re: Programmable Sleep Clock v3.31 Post by: Gwill on 2007 July 19, 21:44:19 The Sleep Clock does not wake up sims, so not sure what's going on there. Are they fully recharged? Perhaps it's the coffin code which is wonky, and Servos were not meant to use coffins. Sim will not awaken even if his energy bar is full/you queue stuff until the appointed time, unless his energy bar is full 6 hours in advance of the time (as standard). Could it be as simple as the fact that servos are "assign only" and thus do not have a wake hour, and therefore is awakened? Possibly in combination with power/energy confusion? I refuse to leave mysteries unsolved! Oh, and I've also noticed parents suddenly getting kicked out when trying to tuck in a child. I'm pretty sure it didn't use to do that; I think it changed when I installed the latest seasons patch. Title: Re: Programmable Sleep Clock v3.31 Post by: witch on 2007 July 19, 22:52:08 Now a while ago, people were saying Bed Nazi wasn't working properly, I certainly found it wasn't. Maybe JM updated it and the patch has now fixed something and we're getting a double whammy?
Title: Re: Programmable Sleep Clock v3.31 Post by: kuronue on 2007 July 20, 00:06:39 If I tell my sims to macro-go to bed, should I have to manually wake them? My sims always seem to be in bed with full energy at noon, despite the BUY being queued up
Queued is a funny word.. looks like it should be pronounced "cyou-ee-you-eee-d" or something... Title: Re: Programmable Sleep Clock v3.31 Post by: Magicmoon on 2007 July 20, 01:01:41 They will stay asleep even with full energy until the set wake time. If you set the wake time for 1pm, then they will stay asleep until then. Otherwise you have Sims wanting to get up in the middle of the night. BUY only kicks in after they wake.
Check their wake time. I have to turn off bed nazi in any house where neat Sims live or they get kicked to the curb. I've also recently started seeing the tuck-in get kicked as well. The other day 4 Sims went outside at the same time. Curious, I checked to see what they were all doing. It was a family of neat-nics all trying to make each others beds! Title: Re: Programmable Sleep Clock v3.31 Post by: Gwill on 2007 August 18, 15:15:35 Lately, go to bed keeps dropping from the queue. It happens almost every time, on any lot, using any bed. I get no jump, or error message, the bed action just drops. Same thing happens if I use the macro menus.
Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2007 August 18, 15:21:00 Cannot reproduce issue. Does this happen to all sims? All lots?
Title: Re: Programmable Sleep Clock v3.31 Post by: Gwill on 2007 August 18, 15:51:35 I haven't had a chance to test it very thouroughly, I've been getting used to letting my sims run loose, but I think it's happening when sims are drop-dead-tired.
Title: Re: Programmable Sleep Clock v3.31 Post by: jsalemi on 2007 August 18, 17:39:38 I've noticed that too, Gwill, and yea, the common denominator seems to be that the sim's energy bar is almost completely red. And yes, it's on multiple lots.
Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2007 August 18, 18:01:36 Complete energy fail tends to cause queue stompage under normal Maxis conditions. Sims should normally not reach that point, since they normally refuse to do anything before that point and Power Idle will send them to recharge.
Title: Re: Programmable Sleep Clock v3.31 Post by: Emma on 2007 August 18, 18:19:44 I've noticed that if the bar is almost fully red then it will send the sim to go potty before going to bed. Of course the stupid sims always fall asleep in the shower. Mostly happens to pregnant sims though.
Title: Re: Programmable Sleep Clock v3.31 Post by: jsalemi on 2007 August 18, 21:04:50 Sims should normally not reach that point, since they normally refuse to do anything before that point and Power Idle will send them to recharge. In all the cases I've seen it happen, they weren't on power idle, but they were usually skillinating. The skillinator seems to let them go pretty far before it finally says 'time to do something else, like sleep!' Title: Re: Programmable Sleep Clock v3.31 Post by: witch on 2007 August 18, 21:18:37 I whined about that some weeks ago, JM said the sleepclock will not stop skillinating to send sims to bed, it has to be done manually.
Title: Re: Programmable Sleep Clock v3.31 Post by: jsalemi on 2007 August 18, 21:28:03 yea, and if you catch them and stop them too late, then this problem happens. :P
Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2007 August 19, 01:51:15 Skilling normally does not run that far down. Skilling actions normally abort at the point at which your sims go low energy, returning processing to Macrotastics, whereupon it sees the low-energy and does something about it.
Title: Re: Programmable Sleep Clock v3.31 Post by: witch on 2007 August 19, 02:22:27 They often don't get sent to bed at the right time to get up, if the skillinator runs them right down in energy.
Title: Re: Programmable Sleep Clock v3.31 Post by: Gwill on 2007 August 19, 15:56:38 OK, further testing shows it's not just a critical energy issue. I just had a sim at more or less half energy drop it from the queue 10 times before he decided it was OK to go to bed. I thought it might be a routing issue (I use only Targa's stairs on that lot), but the same thing happened when I manually directed him to stand right next to the bed. On this particular lot it's even a maxis bed (and one I haven't fiddled with at all).
Interestingly, both the bed action and the BUY action normally drops, but sometimes the BUY action stays, and that does not seem to be related to how badly the sim needs to pee. Any suggestions at all? Title: Re: Programmable Sleep Clock v3.31 Post by: Magicmoon on 2007 August 20, 15:28:17 OK, further testing shows it's not just a critical energy issue. I just had a sim at more or less half energy drop it from the queue 10 times before he decided it was OK to go to bed. I've had this happening in my game too from time to time. First, it happens mostly on dorm lots and lots that have quite a few Sims living there. Something gets a little confused, usually from some idiot sleeping/napping in the wrong bed or from Sims who slept in that bed in the dorm, but now have moved out and the bed now belongs to someone else. I've noticed that when the 'confusion' starts, the sleepclock will reflect it. When I have a Sim who keeps dropping the bed from their queue, even when standing next to the bed, I check the sleepclock. Usually the 'bed type' is forgotton. Instead of saying 'auto' under bed type, or disappearing from the menu like it does when set properly, it will have every bed type listed like it did in the old days back before we had auto detect, and auto detect will be missing from the choices. When I first saw this, I assumed that the sleepclock was the problem, but selling it and rebuying another one left the sleepclock still showing all the bed classes, and the Sim still unable to go to bed unless manually directed. But sell that bed instead of the sleepclock, and the clock will immediately start showing 'auto detect' the way it used to. I think there is some issue with retaining ownership of another or previous resident. The minute I buy a new bed, 'go to bed' stops dropping from the queue and the Sim has no further problems. Also, when the bed is at fault, I often notice that 'Relax' is not available on the Sim's bed or their side of the bed, until a new bed is bought. Oh, this has been happening with Maxis beds. I rarely use custom ones. I think the reason BUY stays in the queue is because the bed dropped out when the action could not be fulfilled. However, there is no reason that using the bathroom can't be fulfilled, so it stays in the queue. I've tried forcing errors on the bed instead of buying a new one, but it doesn't help the situation at all. Only buying a new bed fixes the problem for me. Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2007 August 20, 20:28:52 I have seen beds become "jammed" in use before, yes. But this is not an issue produced by the sleep clock, it is a Maxian problem.
Title: Re: Programmable Sleep Clock v3.31 Post by: dizzy on 2007 August 21, 09:05:08 This sounds like the kind of problem that the toilet has without my flush-fish fix. What happened is that the code tries to do a Standard Entry before the routing, then if the routing fails, it exits without doing a Standard Exit (which is why it leaves it marked "in use").
The proper way to Enter an object that requires routing is to do the Route To first, then check for In Use again, then do a Standard Entry (which is how I fixed that problem). Title: Re: Programmable Sleep Clock v3.31 Post by: witch on 2008 October 08, 04:29:54 I don't think the sleepclock is talking to the babby controller.
The baby controller was making the sim feed the baby, then the sleepclock took over. The sleepclock is not on Max. (http://img.photobucket.com/albums/v730/nz_witch/Thrice001.jpg) Title: Re: Programmable Sleep Clock v3.31 Post by: J. M. Pescado on 2008 October 08, 04:38:29 The proper way to Enter an object that requires routing is to do the Route To first, then check for In Use again, then do a Standard Entry (which is how I fixed that problem). Actually, it's best to Standard Entry first, then route to, and if failed, standard exit, otherwise, do stuff, then exit. Otherwise the item could become in use by someone else, simultaneously, creating a race condition, and making checking for this much more computationally expensive.Title: Re: Programmable Sleep Clock v3.31 Post by: talysman on 2008 October 08, 05:03:16 I don't think the sleepclock is talking to the babby controller. I've had the same thing a couple times: if the baby controller queues up Feed Baby and the Sleepclock sends a Go To Bed after the sim picks up the baby, but before completing the action, the mother takes the baby to bed.The baby controller was making the sim feed the baby, then the sleepclock took over. The sleepclock is not on Max. Doesn't seem to cause any problem, other than the baby can't sleep. Title: Re: Programmable Sleep Clock v3.31 Post by: witch on 2008 October 08, 05:41:19 No, it was fine in the morning, he just fed and changed the baby's nappy the same as normal. What was weird, was seeing the baby moving under the blankets, with bits of it surfacing through the covers. :D
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